Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
22 lines
380 B
GLSL
22 lines
380 B
GLSL
|
|
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
|
|
}
|