out vec4 pos; const float FXAA_SUBPIX_SHIFT = 1. / 4.; uniform vec2 dt; void main(void) { qgl_FragTexture = qgl_Texture; pos.xy = qgl_Texture.xy; pos.zw = qgl_Texture.xy - (dt * (0.5 + FXAA_SUBPIX_SHIFT)); gl_Position = qgl_ftransform(); }