/** * @file SMAAEdgeDetectF.glsl * $LicenseInfo:firstyear=2024&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2024, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ /*[EXTRA_CODE_HERE]*/ out vec4 frag_color; in vec2 vary_texcoord0; in vec4 vary_offset[3]; uniform sampler2D diffuseRect; #if SMAA_PREDICATION uniform sampler2D predicationTex; #endif #define float4 vec4 #define float2 vec2 #define SMAATexture2D(tex) sampler2D tex float2 SMAAColorEdgeDetectionPS(float2 texcoord, float4 offset[3], SMAATexture2D(colorTex) #if SMAA_PREDICATION , SMAATexture2D(predicationTex) #endif ); void main() { vec2 val = SMAAColorEdgeDetectionPS(vary_texcoord0, vary_offset, diffuseRect #if SMAA_PREDICATION , predicationTex #endif ); frag_color = float4(val,0.0,0.0); }