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kicad/common/gal/shaders/smaa_pass_3_frag.glsl

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201 B
GLSL

varying vec2 texcoord;
varying vec4 offset;
uniform sampler2D colorTex;
uniform sampler2D blendTex;
void main()
{
gl_FragColor = SMAANeighborhoodBlendingPS(texcoord, offset, colorTex, blendTex);
}