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Fix FXAA shader for OpenGL ES 3.
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@ -55,11 +55,11 @@ vec4 applyFXAA(vec2 fragCoord, sampler2D tex)
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dir * rcpDirMin)) * inverseVP;
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vec3 rgbA = 0.5 * (
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texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +
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texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);
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texture(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +
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texture(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);
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vec3 rgbB = rgbA * 0.5 + 0.25 * (
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texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +
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texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);
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texture(tex, fragCoord * inverseVP + dir * -0.5).xyz +
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texture(tex, fragCoord * inverseVP + dir * 0.5).xyz);
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float lumaB = dot(rgbB, luma);
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if ((lumaB < lumaMin) || (lumaB > lumaMax))
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