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Java™ Binding for the OpenGL® API (Android)
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// Pass-2: AA on Texture
// Note: gcv_FboTexCoord is in center of sample pixels, origin is bottom left!
float sampleCount = gcu_FboTexSize.z;
vec2 psize = 1.0 / gcu_FboTexSize.xy; // pixel size
// Just poles (NW, SW, ..)
float edgeH = sampleCount / 2.0;
vec2 texCoord = gcv_FboTexCoord.st;
vec4 t;
t = GetSample(gcu_FboTexUnit, texCoord, psize, 0.0, 0.0, 0.0, 0.0)*0.5; // w1 - center
t += GetSample(gcu_FboTexUnit, texCoord, psize, -edgeH, -edgeH, 0.0, 0.0)*0.125; // w2 - sharing
t += GetSample(gcu_FboTexUnit, texCoord, psize, -edgeH, edgeH, 0.0, 0.0)*0.125; // w3 - edges
t += GetSample(gcu_FboTexUnit, texCoord, psize, edgeH, -edgeH, 0.0, 0.0)*0.125; // w4 - w/ all pixels
t += GetSample(gcu_FboTexUnit, texCoord, psize, edgeH, edgeH, 0.0, 0.0)*0.125; // w5
#if 0
if(t.w == 0.0){
discard; // discard freezes NV tegra2 compiler
}
#endif
mgl_FragColor = t;
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