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@@ -12,13 +12,12 @@ uniform vec2 texelSize;
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void main(){
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vec2 localTexelSize = texelSize;
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- vec3 rgbNW = texture2D(textureSampler, (vUV + vec2(-1.0, -1.0) * localTexelSize)).xyz;
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- vec3 rgbNE = texture2D(textureSampler, (vUV + vec2(1.0, -1.0) * localTexelSize)).xyz;
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- vec3 rgbSW = texture2D(textureSampler, (vUV + vec2(-1.0, 1.0) * localTexelSize)).xyz;
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- vec3 rgbSE = texture2D(textureSampler, (vUV + vec2(1.0, 1.0) * localTexelSize)).xyz;
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- vec4 rgbaM = texture2D(textureSampler, vUV);
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- vec3 rgbM = rgbaM.xyz;
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- vec3 luma = vec3(0.299, 0.587, 0.114);
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+ vec4 rgbNW = texture2D(textureSampler, (vUV + vec2(-1.0, -1.0) * localTexelSize));
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+ vec4 rgbNE = texture2D(textureSampler, (vUV + vec2(1.0, -1.0) * localTexelSize));
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+ vec4 rgbSW = texture2D(textureSampler, (vUV + vec2(-1.0, 1.0) * localTexelSize));
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+ vec4 rgbSE = texture2D(textureSampler, (vUV + vec2(1.0, 1.0) * localTexelSize));
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+ vec4 rgbM = texture2D(textureSampler, vUV);
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+ vec4 luma = vec4(0.299, 0.587, 0.114, 1.0);
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float lumaNW = dot(rgbNW, luma);
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float lumaNE = dot(rgbNE, luma);
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float lumaSW = dot(rgbSW, luma);
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@@ -38,18 +37,18 @@ void main(){
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max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
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dir * rcpDirMin)) * localTexelSize;
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- vec3 rgbA = 0.5 * (
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- texture2D(textureSampler, vUV + dir * (1.0 / 3.0 - 0.5)).xyz +
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- texture2D(textureSampler, vUV + dir * (2.0 / 3.0 - 0.5)).xyz);
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+ vec4 rgbA = 0.5 * (
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+ texture2D(textureSampler, vUV + dir * (1.0 / 3.0 - 0.5)) +
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+ texture2D(textureSampler, vUV + dir * (2.0 / 3.0 - 0.5)));
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- vec3 rgbB = rgbA * 0.5 + 0.25 * (
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- texture2D(textureSampler, vUV + dir * -0.5).xyz +
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- texture2D(textureSampler, vUV + dir * 0.5).xyz);
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+ vec4 rgbB = rgbA * 0.5 + 0.25 * (
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+ texture2D(textureSampler, vUV + dir * -0.5) +
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+ texture2D(textureSampler, vUV + dir * 0.5));
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float lumaB = dot(rgbB, luma);
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if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
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- gl_FragColor = vec4(rgbA, rgbaM.a);
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+ gl_FragColor = rgbA;
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}
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else {
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- gl_FragColor = vec4(rgbB, rgbaM.a);
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+ gl_FragColor = rgbB;
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}
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}
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