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