varying vec4 posPos;
#define FXAA_SUBPIX_SHIFT 0.0//0.25//(1.0/4.0)
//uniform float rt_w; // GeeXLab built-in
//uniform float rt_h; // GeeXLab built-in
uniform vec2 one_on_rt;
varying vec2 	texcoord;

attribute vec3	s2_vertex;
attribute vec4	s2_texcoords; 

void main(void)
{
  gl_Position = vec4(s2_vertex,1.0);
  texcoord = s2_texcoords.st;
 // vec2 rcpFrame = one_on_rt;//vec2(1.0/rt_w, 1.0/rt_h);
  posPos.xy = s2_texcoords.xy;
  posPos.zw = s2_texcoords.xy - (one_on_rt * (0.5 + FXAA_SUBPIX_SHIFT));
}
