Also Fixed FXAA vertex shader projection calculation for glsl<1.5
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10140 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -10,7 +10,8 @@ varying vec2 texCoord;
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varying vec4 posPos;
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void main() {
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gl_Position = inPosition * 2.0 - 1.0; //vec4(pos, 0.0, 1.0);
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vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy;
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gl_Position = vec4(pos, 0.0, 1.0);
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texCoord = inTexCoord;
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vec2 rcpFrame = vec2(1.0) / g_Resolution;
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posPos.xy = inTexCoord.xy;
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