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path: root/indra/newview/app_settings/shaders/class1/deferred/SMAANeighborhoodBlendF.glsl
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/**
 * @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
                                            );
}