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Diff Revisions 878 vs 879 for /trunk/assets/shaders/GLSL/SMAA.glsl

Diff revisions: vs.
  @@ -17,23 +17,23 @@
17 17 vec2 offset = dvd_invScreenDimensions() * (0.5 + dvd_fxaaSubpixShift);
18 18
19 19 gl_Position = vec4(1.0, 1.0, 0.0, 1.0);
20 - g_out._texCoord = vec2(1.0, 1.0);
21 - _posPos = vec4(g_out._texCoord, g_out._texCoord - offset);
20 + _out._texCoord = vec2(1.0, 1.0);
21 + _posPos = vec4(_out._texCoord, _out._texCoord - offset);
22 22 EmitVertex();
23 23
24 24 gl_Position = vec4(-1.0, 1.0, 0.0, 1.0);
25 - g_out._texCoord = vec2(0.0, 1.0);
26 - _posPos = vec4(g_out._texCoord, g_out._texCoord - offset);
25 + _out._texCoord = vec2(0.0, 1.0);
26 + _posPos = vec4(_out._texCoord, _out._texCoord - offset);
27 27 EmitVertex();
28 28
29 29 gl_Position = vec4(1.0, -1.0, 0.0, 1.0);
30 - g_out._texCoord = vec2(1.0, 0.0);
31 - _posPos = vec4(g_out._texCoord, g_out._texCoord - offset);
30 + _out._texCoord = vec2(1.0, 0.0);
31 + _posPos = vec4(_out._texCoord, _out._texCoord - offset);
32 32 EmitVertex();
33 33
34 34 gl_Position = vec4(-1.0, -1.0, 0.0, 1.0);
35 - g_out._texCoord = vec2(0.0, 0.0);
36 - _posPos = vec4(g_out._texCoord, g_out._texCoord - offset);
35 + _out._texCoord = vec2(0.0, 0.0);
36 + _posPos = vec4(_out._texCoord, _out._texCoord - offset);
37 37 EmitVertex();
38 38
39 39 EndPrimitive();