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/**
* @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);
}
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