In the end I made a shader to map the a channel to the rgb channels of a second texture and ran a second FXAA on the that before mapping the result back to the alpha of the texture from the first FXAA. Gave me smooth looking results but is probably not the most efficient way of doing it.
I tried compiling v002 FXAA and using it through quartzcomposer but I couldn’t get it to work, just gave a black output. It compiled fine… I might have another go as it would be nice to have FXAA working in VDMX.