////////////////////////////////////////
// Complementary Reimagined by EminGT with Euphoria Patches by isuewo and SpacEagle17 //
////////////////////////////////////////

//Common//
#include "/lib/common.glsl"

//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
#ifdef FRAGMENT_SHADER

noperspective in vec2 texCoord;

//Uniforms//
uniform float viewWidth, viewHeight;

uniform sampler2D colortex3;

//Pipeline Constants//

//Common Variables//

//Common Functions//

//Includes//
#ifdef FXAA
	#include "/lib/antialiasing/fxaa.glsl"
#endif

//Program//
void main() {
    vec3 color = texelFetch(colortex3, texelCoord, 0).rgb;

	#ifdef FXAA
		FXAA311(color);
	#endif

    /*DRAWBUFFERS:3*/
	gl_FragData[0] = vec4(color, 1.0);
}

#endif

//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VERTEX_SHADER

noperspective out vec2 texCoord;

//Uniforms//

//Attributes//

//Common Variables//

//Common Functions//

//Includes//

//Program//
void main() {
	gl_Position = ftransform();

	texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
}

#endif
