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Take FXAA samples from half-pixel coordinates to improve quality
(cherry picked from commit dbcc0fa2a60edb3f3e69b0b73e7c9c612872559e)
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@ -237,10 +237,10 @@ vec4 apply_fxaa(vec4 color, vec2 uv_interp, vec2 pixel_size) {
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const float FXAA_SPAN_MAX = 8.0;
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const vec3 luma = vec3(0.299, 0.587, 0.114);
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vec4 rgbNW = texture2DLod(source, uv_interp + vec2(-1.0, -1.0) * pixel_size, 0.0);
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vec4 rgbNE = texture2DLod(source, uv_interp + vec2(1.0, -1.0) * pixel_size, 0.0);
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vec4 rgbSW = texture2DLod(source, uv_interp + vec2(-1.0, 1.0) * pixel_size, 0.0);
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vec4 rgbSE = texture2DLod(source, uv_interp + vec2(1.0, 1.0) * pixel_size, 0.0);
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vec4 rgbNW = textureLod(source, uv_interp + vec2(-0.5, -0.5) * pixel_size, 0.0);
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vec4 rgbNE = textureLod(source, uv_interp + vec2(0.5, -0.5) * pixel_size, 0.0);
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vec4 rgbSW = textureLod(source, uv_interp + vec2(-0.5, 0.5) * pixel_size, 0.0);
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vec4 rgbSE = textureLod(source, uv_interp + vec2(0.5, 0.5) * pixel_size, 0.0);
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vec3 rgbM = color.rgb;
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#ifdef DISABLE_ALPHA
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