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in vec2 uvs;
#if STEP == 0
uniform sampler2D colorTex;
in vec4 offsets[3];
out vec4 fragColor;
void main()
{
fragColor = SMAALumaEdgeDetectionPS(uvs, offsets, colorTex).xyxy;
}
#elif STEP == 1
uniform sampler2D edgesTex;
uniform sampler2D areaTex;
uniform sampler2D searchTex;
in vec2 pixcoord;
in vec4 offsets[3];
out vec4 fragColor;
void main()
{
fragColor = SMAABlendingWeightCalculationPS(
uvs, pixcoord, offsets, edgesTex, areaTex, searchTex, vec4(0));
}
#elif STEP == 2
uniform sampler2D colorTex;
uniform sampler2D blendTex;
in vec4 offset;
out vec4 fragColor;
void main()
{
fragColor = SMAANeighborhoodBlendingPS(uvs, offset, colorTex, blendTex);
}
#endif
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