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fgdata/Shaders/HDR/fxaa.vert

20 lines
433 B
GLSL

#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);
}