213 lines
7.9 KiB
GLSL
213 lines
7.9 KiB
GLSL
/**
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* Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com)
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* Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com)
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* Copyright (C) 2013 Belen Masia (bmasia@unizar.es)
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* Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com)
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* Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es)
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* this software and associated documentation files (the "Software"), to deal in
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* the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is furnished to
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* do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software. As clarification, there
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* is no requirement that the copyright notice and permission be included in
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* binary distributions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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/**
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* _______ ___ ___ ___ ___
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* / || \/ | / \ / \
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* | (---- | \ / | / ^ \ / ^ \
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* \ \ | |\/| | / /_\ \ / /_\ \
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* ----) | | | | | / _____ \ / _____ \
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* |_______/ |__| |__| /__/ \__\ /__/ \__\
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*
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* E N H A N C E D
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* S U B P I X E L M O R P H O L O G I C A L A N T I A L I A S I N G
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*
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* http://www.iryoku.com/smaa/
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*/
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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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#define SMAA_THRESHOLD 0.1
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#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD) // For depth edge detection, depends on the depth range of the scene
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#define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR 2.0
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uniform sampler2D colorTex;
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in vec2 texCoord;
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// in vec4 offset[3];
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in vec4 offset0;
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in vec4 offset1;
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in vec4 offset2;
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// Misc functions
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// Gathers current pixel, and the top-left neighbors.
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// vec3 SMAAGatherNeighbours(vec2 texcoord/*, vec4 offset[3], sampler2D tex*/) {
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// float P = texture(tex, texcoord).r;
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// float Pleft = texture(tex, offset0.xy).r;
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// float Ptop = texture(tex, offset0.zw).r;
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// return vec3(P, Pleft, Ptop);
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// }
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// Edge Detection Pixel Shaders (First Pass)
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// Adjusts the threshold by means of predication.
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// vec2 SMAACalculatePredicatedThreshold(vec2 texcoord, vec4 offset[3], sampler2D predicationTex) {
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// vec3 neighbours = SMAAGatherNeighbours(texcoord, offset, predicationTex);
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// vec2 delta = abs(neighbours.xx - neighbours.yz);
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// vec2 edges = step(SMAA_PREDICATION_THRESHOLD, delta);
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// return SMAA_PREDICATION_SCALE * SMAA_THRESHOLD * (1.0 - SMAA_PREDICATION_STRENGTH * edges);
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// }
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// Luma Edge Detection
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// IMPORTANT NOTICE: luma edge detection requires gamma-corrected colors, and
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// thus 'colorTex' should be a non-sRGB texture.
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vec2 SMAALumaEdgeDetectionPS(vec2 texcoord/*, vec4 offset[3], sampler2D colorTex*/
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//#if SMAA_PREDICATION
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//, sampler2D predicationTex
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//#endif
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) {
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// Calculate the threshold:
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//#if SMAA_PREDICATION
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//vec2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, SMAATexturePass2D(predicationTex));
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//#else
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vec2 threshold = vec2(SMAA_THRESHOLD, SMAA_THRESHOLD);
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//#endif
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// Calculate lumas:
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vec3 weights = vec3(0.2126, 0.7152, 0.0722);
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float L = dot(texture(colorTex, texcoord).rgb, weights);
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float Lleft = dot(texture(colorTex, offset0.xy).rgb, weights);
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float Ltop = dot(texture(colorTex, offset0.zw).rgb, weights);
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// We do the usual threshold:
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vec4 delta;
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delta.xy = abs(L - vec2(Lleft, Ltop));
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vec2 edges = step(threshold, delta.xy);
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// Then discard if there is no edge:
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if (dot(edges, vec2(1.0, 1.0)) == 0.0)
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discard;
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// Calculate right and bottom deltas:
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float Lright = dot(texture(colorTex, offset1.xy).rgb, weights);
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float Lbottom = dot(texture(colorTex, offset1.zw).rgb, weights);
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delta.zw = abs(L - vec2(Lright, Lbottom));
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// Calculate the maximum delta in the direct neighborhood:
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vec2 maxDelta = max(delta.xy, delta.zw);
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// Calculate left-left and top-top deltas:
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float Lleftleft = dot(texture(colorTex, offset2.xy).rgb, weights);
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float Ltoptop = dot(texture(colorTex, offset2.zw).rgb, weights);
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delta.zw = abs(vec2(Lleft, Ltop) - vec2(Lleftleft, Ltoptop));
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// Calculate the final maximum delta:
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maxDelta = max(maxDelta.xy, delta.zw);
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float finalDelta = max(maxDelta.x, maxDelta.y);
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// Local contrast adaptation:
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edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy);
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return edges;
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}
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// Color Edge Detection
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// IMPORTANT NOTICE: color edge detection requires gamma-corrected colors, and
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// thus 'colorTex' should be a non-sRGB texture.
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vec2 SMAAColorEdgeDetectionPS(vec2 texcoord/*, vec4 offset[3], sampler2D colorTex*/
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//#if SMAA_PREDICATION
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//, sampler2D predicationTex
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//#endif
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) {
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// Calculate the threshold:
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//#if SMAA_PREDICATION
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//vec2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, predicationTex);
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//#else
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vec2 threshold = vec2(SMAA_THRESHOLD, SMAA_THRESHOLD);
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//#endif
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// Calculate color deltas:
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vec4 delta;
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vec3 C = texture(colorTex, texcoord).rgb;
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vec3 Cleft = texture(colorTex, offset0.xy).rgb;
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vec3 t = abs(C - Cleft);
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delta.x = max(max(t.r, t.g), t.b);
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vec3 Ctop = texture(colorTex, offset0.zw).rgb;
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t = abs(C - Ctop);
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delta.y = max(max(t.r, t.g), t.b);
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// We do the usual threshold:
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vec2 edges = step(threshold, delta.xy);
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// Then discard if there is no edge:
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if (dot(edges, vec2(1.0, 1.0)) == 0.0)
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discard;
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// Calculate right and bottom deltas:
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vec3 Cright = texture(colorTex, offset1.xy).rgb;
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t = abs(C - Cright);
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delta.z = max(max(t.r, t.g), t.b);
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vec3 Cbottom = texture(colorTex, offset1.zw).rgb;
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t = abs(C - Cbottom);
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delta.w = max(max(t.r, t.g), t.b);
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// Calculate the maximum delta in the direct neighborhood:
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vec2 maxDelta = max(delta.xy, delta.zw);
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// Calculate left-left and top-top deltas:
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vec3 Cleftleft = texture(colorTex, offset2.xy).rgb;
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t = abs(C - Cleftleft);
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delta.z = max(max(t.r, t.g), t.b);
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vec3 Ctoptop = texture(colorTex, offset2.zw).rgb;
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t = abs(C - Ctoptop);
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delta.w = max(max(t.r, t.g), t.b);
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// Calculate the final maximum delta:
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maxDelta = max(maxDelta.xy, delta.zw);
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float finalDelta = max(maxDelta.x, maxDelta.y);
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// Local contrast adaptation:
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edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy);
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return edges;
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}
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// Depth Edge Detection
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// vec2 SMAADepthEdgeDetectionPS(vec2 texcoord, /*vec4 offset[3],*/ sampler2D depthTex) {
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// vec3 neighbours = SMAAGatherNeighbours(texcoord, /*offset,*/ depthTex);
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// vec2 delta = abs(neighbours.xx - vec2(neighbours.y, neighbours.z));
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// vec2 edges = step(SMAA_DEPTH_THRESHOLD, delta);
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// if (dot(edges, vec2(1.0, 1.0)) == 0.0)
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// discard;
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// return edges;
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// }
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void main() {
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// gl_FragColor.rg = SMAALumaEdgeDetectionPS(texCoord/*, offset, colorTex*/);
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gl_FragColor.rg = SMAAColorEdgeDetectionPS(texCoord/*, offset, colorTex*/);
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}
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