#version 330 core out vec2 texcoord; out vec4 pos_pos; uniform sampler2D color_tex; const float FXAA_SUBPIX_SHIFT = 1.0/4.0; void main() { vec2 pos = vec2(gl_VertexID % 2, gl_VertexID / 2) * 4.0 - 1.0; texcoord = pos * 0.5 + 0.5; vec2 rcpFrame = 1.0 / textureSize(color_tex, 0); pos_pos.xy = texcoord; pos_pos.zw = texcoord - (rcpFrame * (0.5 + FXAA_SUBPIX_SHIFT)); gl_Position = vec4(pos, 0.0, 1.0); }