#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 color_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(color_tex, 0); posPos.xy = multiTexCoord0.xy; posPos.zw = multiTexCoord0.xy - (rcpFrame * (0.5 + FXAA_SUBPIX_SHIFT)); }