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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
);
}
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