11 lines
226 B
GLSL

#include <fxaa.glsl>
vec4 aa_apply(
texture2D tex, sampler smplr,
texture2D depth_tex, sampler depth_smplr,
vec2 fragCoord,
vec2 resolution
) {
return fxaa_apply(tex, smplr, fragCoord, resolution, 1.0);
}