varying vec2 texcoord; varying vec2 pixcoord; varying vec4 offset[3]; uniform sampler2D edgesTex; uniform sampler2D areaTex; uniform sampler2D searchTex; void main() { gl_FragColor = SMAABlendingWeightCalculationPS(texcoord, pixcoord, offset, edgesTex, areaTex, searchTex, vec4(0.,0.,0.,0.)); }