It's not strictly SFML problem but maybe someone could help me.
How can I access texture coordinates in fragment shader (version 430)?
gl_TexCoord is depracted since 120.
gl_FragCoord gives info about pixel coordinates in render target metrics. I want coordinates in rendered square metrics (0-1, 0-1).
Does I need to provide my own vertex shader to pass texture coordinate? Is there any easy way to perform it with standard SFML sprite?
I have read about gl_SamplePosition, but it doesn't work - it is always set to (0.5, 0.5).
Probably multisample rasterization is disabled - can I enable it for sfml renderTexture?