in vec4 uvcoordsvar; out vec4 FragColor; uniform sampler2D outlineBluredColor; uniform vec2 rcpDimensions; void main() { #ifdef USE_FXAA float aa_alpha = FxaaPixelShader( uvcoordsvar.st, outlineBluredColor, rcpDimensions, 1.0, 0.166, 0.0833 ).r; #endif FragColor = texture(outlineBluredColor, uvcoordsvar.st).rgba; #ifdef USE_FXAA FragColor.a = aa_alpha; #endif }