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prism/shaders/blend.frag.glsl

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2020-08-11 12:07:21 -04:00
#define SMAA_INCLUDE_PS 1
#include "smaa_common.glsl"
layout(location = 0) in vec2 inUV;
layout(location = 1) in vec4 inOffset[3];
layout(location = 5) in vec2 inPixUV;
layout(location = 0) out vec4 outColor;
layout(binding = 0) uniform sampler2D edgeSampler;
layout(binding = 1) uniform sampler2D areaSampler;
layout(binding = 3) uniform sampler2D searchSampler;
void main() {
outColor = SMAABlendingWeightCalculationPS(inUV, inPixUV, inOffset, edgeSampler, areaSampler, searchSampler, ivec4(0));
}