//! Normalized pixel coordinates.
in vec2 vPixel;
+//! Sub-pixel offset in X direction for FSAA.
+uniform float uOffsetX = 0.f;
+//! Sub-pixel offset in Y direction for FSAA.
+uniform float uOffsetY = 0.f;
+
//! Origin of viewing ray in left-top corner.
uniform vec3 uOriginLT;
//! Origin of viewing ray in left-bottom corner.