uniform vec2 texelSize0; CENTROID_ VARYING_ mediump vec2 varTexCoord; 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; }