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shader_type spatial; | |
render_mode unshaded, depth_prepass_alpha; | |
void vertex() { | |
POSITION = vec4(VERTEX, 1.0); | |
} | |
uniform sampler2D BackBufferTex : hint_screen_texture, repeat_disable, filter_nearest; | |
uniform sampler2D DepthBufferTex : hint_depth_texture, repeat_disable, filter_nearest; |
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shader_type spatial; | |
render_mode unshaded; | |
void vertex() { | |
POSITION = vec4(VERTEX, 1.0); | |
} | |
uniform sampler2D BackBufferTex : hint_screen_texture, repeat_disable, filter_nearest; | |
uniform sampler2D DepthBufferTex : source_color, hint_depth_texture, filter_nearest; |
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/* Fast antialiasing shader by G.Rebord (mod by Xynon for Godot) | |
Based on FXAA3 CONSOLE version by TIMOTHY LOTTES | |
------------------------------------------------------------------------------ | |
THIS SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
AUTHOR OR CONTRIBUTORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, | |
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR | |
IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | |
============================================================================*/ |