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layout(rgba8, binding = 0) uniform image2D imgOutput;
uniform sampler2D inputTexture;
layout( location=0 ) uniform vec2 invResolution;
uniform sampler2D samplerBlend;
void main() {
vec2 loc = ivec2(gl_GlobalInvocationID.x * 4, gl_GlobalInvocationID.y * 4);
for(int i = 0; i < 4; i++)
{
for(int j = 0; j < 4; j++)
{
ivec2 texelCoord = ivec2(loc.x + i, loc.y + j);
vec2 coord = (texelCoord + vec2(0.5)) / invResolution;
vec2 pixCoord;
vec4 offset;
SMAANeighborhoodBlendingVS(coord, offset);
vec4 oColor = SMAANeighborhoodBlendingPS(coord, offset, inputTexture, samplerBlend);
imageStore(imgOutput, texelCoord, oColor);
}
}
}
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