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
This commit is contained in:
rem..om 2013-01-22 23:15:22 +00:00
parent 34ab69cef9
commit 5536f5f824

@ -10,7 +10,8 @@ varying vec2 texCoord;
varying vec4 posPos;
void main() {
gl_Position = inPosition * 2.0 - 1.0; //vec4(pos, 0.0, 1.0);
vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy;
gl_Position = vec4(pos, 0.0, 1.0);
texCoord = inTexCoord;
vec2 rcpFrame = vec2(1.0) / g_Resolution;
posPos.xy = inTexCoord.xy;