/** * @file SMAANeighborhoodBlendF.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; uniform sampler2D diffuseRect; uniform sampler2D blendTex; #if SMAA_REPROJECTION uniform sampler2D velocityTex; #endif #define float4 vec4 #define float2 vec2 #define SMAATexture2D(tex) sampler2D tex float4 SMAANeighborhoodBlendingPS(float2 texcoord, float4 offset, SMAATexture2D(colorTex), SMAATexture2D(blendTex) #if SMAA_REPROJECTION , SMAATexture2D(velocityTex) #endif ); void main() { frag_color = SMAANeighborhoodBlendingPS(vary_texcoord0, vary_offset, diffuseRect, blendTex #if SMAA_REPROJECTION , velocityTex #endif ); }