minetest/client/shaders/fxaa/opengl_vertex.glsl

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uniform vec2 texelSize0;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
varying vec2 sampleNW;
varying vec2 sampleNE;
varying vec2 sampleSW;
varying vec2 sampleSE;
/*
Based on
https://github.com/mattdesl/glsl-fxaa/
Portions Copyright (c) 2011 by Armin Ronacher.
*/
void main(void)
{
varTexCoord.st = inTexCoord0.st;
sampleNW = varTexCoord.st + vec2(-1.0, -1.0) * texelSize0;
sampleNE = varTexCoord.st + vec2(1.0, -1.0) * texelSize0;
sampleSW = varTexCoord.st + vec2(-1.0, 1.0) * texelSize0;
sampleSE = varTexCoord.st + vec2(1.0, 1.0) * texelSize0;
gl_Position = inVertexPosition;
}