" int aPixelY = int (gl_FragCoord.y);\n"
"\n"
" // Adjust FLIPTRI pattern used for adaptive FSAA\n"
- " float anOffsetX = mix (uOffsetX, -uOffsetX, float (aPixelX % 2));\n"
- " float anOffsetY = mix (uOffsetY, -uOffsetY, float (aPixelY % 2));\n"
+ " float anOffsetX = mix (uFsaaOffset.x, -uFsaaOffset.x, float (aPixelX % 2));\n"
+ " float anOffsetY = mix (uFsaaOffset.y, -uFsaaOffset.y, float (aPixelY % 2));\n"
"\n"
" vec4 aClr0 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 0, aPixelY + 0), 0);\n"
" vec4 aClr1 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 0, aPixelY - 1), 0);\n"
" aRay.Direct.y < 0.f ? -aInvDirect.y : aInvDirect.y,\n"
" aRay.Direct.z < 0.f ? -aInvDirect.z : aInvDirect.z);\n"
"\n"
- " aColor = mix (aClr0, clamp (Radiance (aRay, aInvDirect), 0.f, 1.f), 1.f / uSamples);\n"
+ " aColor = mix (aClr0, clamp (Radiance (aRay, aInvDirect), 0.0, 1.0), 1.0 / float(uSamples));\n"
" }\n"
"\n"
" OutColor = aColor;\n"