armory/Shaders/supersample_resolve/supersample_resolve.frag.glsl

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#version 450
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#include "std/filters.glsl"
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uniform sampler2D tex;
uniform vec2 screenSizeInv;
in vec2 texCoord;
out vec4 fragColor;
void main() {
// 4X resolve
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fragColor = textureSS(tex, texCoord, screenSizeInv / 4.0);
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}