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;

void main(void)
{
  gl_Position = ftransform();
  gl_TexCoord[0] = gl_MultiTexCoord0;
 // vec2 rcpFrame = one_on_rt;//vec2(1.0/rt_w, 1.0/rt_h);
  posPos.xy = gl_MultiTexCoord0.xy;
  posPos.zw = gl_MultiTexCoord0.xy - (one_on_rt * (0.5 + FXAA_SUBPIX_SHIFT));
}
