#version 130 out vec4 posPos; uniform float FXAA_SUBPIX_SHIFT = 1. / 4.; uniform vec2 dt; void main(void) { posPos.xy = gl_MultiTexCoord0.xy; posPos.zw = gl_MultiTexCoord0.xy - (dt * (0.5 + FXAA_SUBPIX_SHIFT)); gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = ftransform(); }