uniform sampler2D u_texture;

varying vec2 v_texCoord;
varying vec4 v_fragmentColor;

void main()
{
  vec4 color = texture2D(u_texture, v_texCoord);
  gl_FragColor = color;
 //gl_FragColor = color * smoothstep(0.0, length(fwidth(v_texCoord)), 1.0 - length(v_texCoord));

  // vec2 frameBufSize = vec2(1920,1080);

  //   float FXAA_SPAN_MAX = 3.0; //oli 3
  //   float FXAA_REDUCE_MUL = 1.0/8.0;
  //   float FXAA_REDUCE_MIN = 1.0/128.0;
  
  //   vec3 rgbNW = texture2D(u_texture,v_texCoord+(vec2(-1.0,-1.0)/frameBufSize)).xyz;
  //   vec3 rgbNE = texture2D(u_texture,v_texCoord+(vec2(1.0,-1.0)/frameBufSize)).xyz;
  //   vec3 rgbSW = texture2D(u_texture,v_texCoord+(vec2(-1.0,1.0)/frameBufSize)).xyz;
  //   vec3 rgbSE = texture2D(u_texture,v_texCoord+(vec2(1.0,1.0)/frameBufSize)).xyz;
  //   vec3 rgbM = texture2D(u_texture,v_texCoord).xyz;

  //   vec3 luma = vec3(0.299, 0.587, 0.114);
  //   float lumaNW = dot(rgbNW, luma);
  //   float lumaNE = dot(rgbNE, luma);
  //   float lumaSW = dot(rgbSW, luma);
  //   float lumaSE = dot(rgbSE, luma);
  //   float lumaM  = dot(rgbM,  luma);

  //   float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
  //   float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));

  //   vec2 dir;
  //   dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
  //   dir.y =  ((lumaNW + lumaSW) - (lumaNE + lumaSE));

  //   float dirReduce = max(
  //       (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
  //       FXAA_REDUCE_MIN);

  //   float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);

  //   dir = min(vec2( FXAA_SPAN_MAX,  FXAA_SPAN_MAX),
  //         max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
  //         dir * rcpDirMin)) / frameBufSize;

  //   vec3 rgbA = (1.0/2.0) * (
  //       texture2D(u_texture, v_texCoord.xy + dir * (1.0/3.0 - 0.5)).xyz +
  //       texture2D(u_texture, v_texCoord.xy + dir * (2.0/3.0 - 0.5)).xyz);
  //   vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
  //       texture2D(u_texture, v_texCoord.xy + dir * (0.0/3.0 - 0.5)).xyz +
  //       texture2D(u_texture, v_texCoord.xy + dir * (3.0/3.0 - 0.5)).xyz);
  //   float lumaB = dot(rgbB, luma);

  // vec4 color = vec4(0,0,0,0);
  //   if((lumaB < lumaMin) || (lumaB > lumaMax)){
  //   color = vec4(rgbA.xyz,0);
  //    }else{
  //   color = vec4(rgbB.xyz,0);
  //   }
  
  //if(color.r > 0 || color.g > 0 || color.b > 0) color.a = 1.0f;
  //gl_FragColor = color;


}
