varying vec2 v_textureCoordinates; uniform sampler2D u_texture; uniform vec2 u_fxaaQualityRcpFrame; const float fxaaQualitySubpix = 0.5; const float fxaaQualityEdgeThreshold = 0.125; const float fxaaQualityEdgeThresholdMin = 0.0833; void main() { vec4 color = FxaaPixelShader( v_textureCoordinates, u_texture, u_fxaaQualityRcpFrame, fxaaQualitySubpix, fxaaQualityEdgeThreshold, fxaaQualityEdgeThresholdMin); float alpha = texture2D(u_texture, v_textureCoordinates).a; gl_FragColor = vec4(color.rgb, alpha); }