2016-06-13 15:07:57 +02:00
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#version 450
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#ifdef GL_ES
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precision mediump float;
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#endif
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2016-06-14 23:32:44 +02:00
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uniform sampler2D colorTex;
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2016-06-13 15:07:57 +02:00
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in vec2 texCoord;
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// Separate Multisamples Pixel Shader (Optional Pass)
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#ifdef SMAALoad
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2016-06-14 12:33:11 +02:00
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void SMAASeparatePS(vec4 position,
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vec2 texcoord,
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out vec4 target0,
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out vec4 target1,
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2016-06-13 15:07:57 +02:00
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SMAATexture2DMS2(colorTexMS)) {
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2016-06-14 12:33:11 +02:00
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ivec2 pos = ivec2(position.xy);
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2016-06-13 15:07:57 +02:00
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target0 = SMAALoad(colorTexMS, pos, 0);
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target1 = SMAALoad(colorTexMS, pos, 1);
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}
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#endif
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void main() {
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2016-06-14 23:32:44 +02:00
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2016-06-13 15:07:57 +02:00
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}
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