vertex shader interpolants are interpolated at pixel centers by the GPU,
but we were doing our own "pixel-center" adjustment, so we ended-up with
"vertex_uv" at a pixel corner instead of center.
with this change, the vertex shader always compute vertex_uv in
fractional texels and the conversion to texture coordinates is done
in the fxaa code.
The half-pixel adjustment is removed.
This leads to sharper looking images because in addition to shifting
everything by 0.5 pixels, this was essentially applying a box-filter
to the whole picture -- kind of like taking 1 mip level down.