| #define FXAA_VERION 311 |
| #define FXAA_PC 1 |
| #define FXAA_GLSL_130 1 |
| #define FXAA_LINEAR 1 |
| #if FXAA_VERION >= 311 |
| #include "Fxaa3_11.glsllib" |
| #else |
| #include "Fxaa3_8.glsllib" |
| #endif |
| |
| void frag() // Mix the input blur and the depth texture with the sprite |
| { |
| float sprightA = texture2D_sprite( TexCoord ).a; |
| #if FXAA_VERION >= 311 |
| vec4 aaPix = FxaaPixelShader( TexCoord, vec4(0.0,0.0,0.0,0.0), Texture0, Texture0, Texture0, vec2(1.0 / DestSize.x, 1.0 / DestSize.y), |
| vec4(0,0,0,0), vec4(0,0,0,0), vec4(0,0,0,0), 0.75, 0.166, 0.0833, 8.0, 0.125, 0.05, vec4(0,0,0,0) ); |
| #else |
| vec4 aaPix = FxaaPixelShader( TexCoord, vec4(0.0,0.0,0.0,0.0), Texture0, vec2(1.0 / DestSize.x, 1.0 / DestSize.y), vec4(0,0,0,0) ); |
| #endif |
| gl_FragColor = vec4(aaPix.rgb, sprightA ); |
| } |