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@ -519,9 +519,9 @@ float4 FxaaPass(float4 FxaaColor, float2 texcoord)
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FxaaTex tex;
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#if(GLSL == 1)
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tex = TextureSampler;
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vec2 PixelSize = textureSize(tex, 0);
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FxaaColor = FxaaPixelShader(texcoord, tex, 1.0/PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
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tex = TextureSampler;
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vec2 PixelSize = textureSize(tex, 0);
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FxaaColor = FxaaPixelShader(texcoord, tex, 1.0/PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
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#else
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tex.tex = Texture;
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tex.smpl = TextureSampler;
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