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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
vec2 texCoord = gcv_FboTexCoord.st;
float edge1Q = ( sampleCount / 2.0 ) - 1.0;
vec4 t;
// SWIPE LEFT -> RIGHT
t = GetSample(gcu_FboTexUnit, texCoord, psize, -edge1Q, 0.0, -0.5, 0.5)*0.25; // upper-left [p1]
t += GetSample(gcu_FboTexUnit, texCoord, psize, 0.0, -edge1Q, -0.5, -0.5)*0.25; // lower-left [p3]
t += GetSample(gcu_FboTexUnit, texCoord, psize, 0.0, edge1Q, 0.5, 0.5)*0.25; // upper-right [p2]
t += GetSample(gcu_FboTexUnit, texCoord, psize, edge1Q, 0.0, 0.5, -0.5)*0.25; // lower-right [p4]
#if 0
if(t.w == 0.0){
discard; // discard freezes NV tegra2 compiler
}
#endif
mgl_FragColor = t;
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