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uniform sampler2D edgesTex;
uniform sampler2D areaTex;
uniform sampler2D searchTex;
uniform sampler2D blendTex;
uniform sampler2D colorTex;
uniform sampler2D revealTex;
uniform bool onlyAlpha;
uniform bool doAntiAliasing;
in vec2 uvs;
in vec2 pixcoord;
in vec4 offset[3];
#if SMAA_STAGE == 0
out vec2 fragColor;
#elif SMAA_STAGE == 1
out vec4 fragColor;
#elif SMAA_STAGE == 2
/* Reminder: Blending func is fragRevealage * DST + fragColor .*/
layout(location = 0, index = 0) out vec4 outColor;
layout(location = 0, index = 1) out vec4 outReveal;
#endif
void main()
{
#if SMAA_STAGE == 0
/* Detect edges in color and revealage buffer. */
fragColor = SMAALumaEdgeDetectionPS(uvs, offset, colorTex);
fragColor = max(fragColor, SMAALumaEdgeDetectionPS(uvs, offset, revealTex));
/* Discard if there is no edge. */
if (dot(fragColor, float2(1.0, 1.0)) == 0.0) {
discard;
}
#elif SMAA_STAGE == 1
fragColor = SMAABlendingWeightCalculationPS(
uvs, pixcoord, offset, edgesTex, areaTex, searchTex, vec4(0));
#elif SMAA_STAGE == 2
/* Resolve both buffers. */
if (doAntiAliasing) {
outColor = SMAANeighborhoodBlendingPS(uvs, offset[0], colorTex, blendTex);
outReveal = SMAANeighborhoodBlendingPS(uvs, offset[0], revealTex, blendTex);
}
else {
outColor = texture(colorTex, uvs);
outReveal = texture(revealTex, uvs);
}
/* Revealage, how much light passes through. */
/* Average for alpha channel. */
outReveal.a = clamp(dot(outReveal.rgb, vec3(0.333334)), 0.0, 1.0);
/* Color buf is already premultiplied. Just add it to the color. */
/* Add the alpha. */
outColor.a = 1.0 - outReveal.a;
if (onlyAlpha) {
/* Special case in wireframe xray mode. */
outColor = vec4(0.0);
outReveal.rgb = outReveal.aaa;
}
#endif
}
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