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fgdata/Shaders/HDR/display.vert

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GLSL
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2021-04-10 09:14:16 +00:00
#version 330 core
layout(location = 0) in vec4 pos;
layout(location = 3) in vec4 multiTexCoord0;
out vec2 texCoord;
out vec4 posPos;
uniform mat4 osg_ModelViewProjectionMatrix;
uniform sampler2D tex;
const float FXAA_SUBPIX_SHIFT = 1.0/4.0;
void main()
{
gl_Position = osg_ModelViewProjectionMatrix * pos;
texCoord = multiTexCoord0.st;
vec2 rcpFrame = 1.0 / textureSize(tex, 0);
posPos.xy = multiTexCoord0.xy;
posPos.zw = multiTexCoord0.xy - (rcpFrame * (0.5 + FXAA_SUBPIX_SHIFT));
}