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blender-archive/source/blender/draw/modes/shaders/object_outline_resolve_frag.glsl

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in vec4 uvcoordsvar;
out vec4 FragColor;
uniform sampler2D outlineBluredColor;
uniform vec2 rcpDimensions;
void main()
{
#ifdef USE_FXAA
float aa_alpha =
FxaaPixelShader(uvcoordsvar.st, outlineBluredColor, rcpDimensions, 1.0, 0.166, 0.0833).r;
#endif
FragColor = texture(outlineBluredColor, uvcoordsvar.st).rgba;
#ifdef USE_FXAA
FragColor.a = aa_alpha;
#endif
}