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| varying vec2 v_textureCoordinates;
|
| uniform sampler2D colorTexture;
|
| const float fxaaQualitySubpix = 0.5;
| const float fxaaQualityEdgeThreshold = 0.125;
| const float fxaaQualityEdgeThresholdMin = 0.0833;
|
| void main()
| {
| vec2 fxaaQualityRcpFrame = vec2(1.0) / czm_viewport.zw;
| vec4 color = FxaaPixelShader(
| v_textureCoordinates,
| colorTexture,
| fxaaQualityRcpFrame,
| fxaaQualitySubpix,
| fxaaQualityEdgeThreshold,
| fxaaQualityEdgeThresholdMin);
| float alpha = texture2D(colorTexture, v_textureCoordinates).a;
| gl_FragColor = vec4(color.rgb, alpha);
| }
|
|