           dir * rcpDirMin)) / frameBufSize;
 
     vec3 rgbA = (1.0/2.0) * (
-        texture2D(image_texture, texCoord + dir * (1.0/3.0 - 0.5)).xyz +
-        texture2D(image_texture, texCoord + dir * (2.0/3.0 - 0.5)).xyz);
+        texture2D(TextureMap, texCoord + dir * (1.0/3.0 - 0.5)).xyz +
+        texture2D(TextureMap, texCoord + dir * (2.0/3.0 - 0.5)).xyz);
     vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
-        texture2D(image_texture, texCoord + dir * (0.0/3.0 - 0.5)).xyz +
-        texture2D(image_texture, texCoord + dir * (3.0/3.0 - 0.5)).xyz);
+        texture2D(TextureMap, texCoord + dir * (0.0/3.0 - 0.5)).xyz +
+        texture2D(TextureMap, texCoord + dir * (3.0/3.0 - 0.5)).xyz);
     float lumaB = dot(rgbB, luma);
 
     if((lumaB < lumaMin) || (lumaB > lumaMax)){


void main( void ) {
    color = vec4(1.);
    //color.xyz = vec3(.4, 0, 0);// + texture2D(image_texture,texCoord).xyz;
    //return;

    float FXAA_SPAN_MAX = 64.0;
    float FXAA_REDUCE_MUL = 1.0/8.0; // Originally 1.0/8.0
    float FXAA_REDUCE_MIN = 1.0/128.0;

    vec3 rgbNW=texture2D(image_texture,texCoord+(vec2(-1.0,-1.0)/frameBufSize)).xyz;
    vec3 rgbNE=texture2D(image_texture,texCoord+(vec2(1.0,-1.0)/frameBufSize)).xyz;
    vec3 rgbSW=texture2D(image_texture,texCoord+(vec2(-1.0,1.0)/frameBufSize)).xyz;
    vec3 rgbSE=texture2D(image_texture,texCoord+(vec2(1.0,1.0)/frameBufSize)).xyz;
    vec3 rgbM=texture2D(image_texture,texCoord).xyz;

    vec3 luma=vec3(0.299, 0.587, 0.114);
    float lumaNW = dot(rgbNW, luma);

#version 330

uniform sampler2D TextureMap;
uniform vec2 frameBufSize;
//uniform int grayscale;

in vec2 texCoord;

