void frag() // Create RGBL buffer { vec4 color = texture2D_0(TexCoord); color.a = dot(color.rgb, vec3(0.299, 0.587, 0.114)); gl_FragColor = color; } #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 ); }