///
/// superSampleMA (Max Alpha)
/// Super-sampling utility function. Takes a sample of the supplied texture, and its immediate vicinity, for the highest-alpha, within the given radius.
/// Returns the result.
///
vec4 superSampleMA(sampler2D texture, vec2 texCoords, float padRadius, float minAlpha);
///
/// sampleMaxAlpha
/// Takes a sample of the supplied texture, at the specified uv coordinates.
///
/// If the sample's alpha is higher than the supplied highestFragCol,
/// the new sample is stored there, and found is set to TRUE
///
/// If the sample's alpha is less than the supplied highestFragCol,
/// the sample is ignored and parameters are unmodified.
///
void sampleMaxAlpha(sampler2D texture, vec2 uv, inout vec4 highestFragCol, inout bool found);
///
/// superSampleSquare
/// Super-sampling pattern: []
/// Sample count: 8x8 = 64
/// Samples along the square area specified by the padRadius.
/// Stores the result in the supplied parameters: found and highestFragCol
///
void superSampleMaxAlpha_Square(sampler2D texture, vec2 texCoords, float offsets[8], float padRadius, inout bool found, inout vec4 highestFragCol);
///
/// superSampleHoriz
/// Super-sampling pattern: -
/// Sample count: 8
/// Samples along the horizontal line for the highest alpha.
/// Stores the result in the supplied parameters: found and highestFragCol
///
void superSampleMaxAlpha_Horiz(sampler2D texture, vec2 texCoords, float offsets[8], float padRadius, inout bool found, inout vec4 highestFragCol);
///
/// superSampleVert
/// Super-sampling pattern: |
/// Sample count: 8
/// Samples along the vertical line for the highest alpha.
/// Stores the result in the supplied parameters: found and highestFragCol
///
void superSampleMaxAlpha_Vert(sampler2D texture, vec2 texCoords, float offsets[8], float padRadius, inout bool found, inout vec4 highestFragCol);
///
/// superSampleCross
/// Sample count: 8+8 = 16
/// Super-sampling pattern: +
/// Samples along the horizontal and vertical lines for the highest alpha.
/// Stores the result in the supplied parameters: found and highestFragCol
///
void superSampleMaxAlpha_Cross(sampler2D texture, vec2 texCoords, float offsets[8], float padRadius, inout bool found, inout vec4 highestFragCol);
///
/// superSampleForMaxAlpha
/// Super-sampling utility function. Takes a sample of the immediate vicinity for the highest-alpha, within the given radius.
/// Stores the result in the supplied fragCol parameter
///
void superSampleMaxAlpha(sampler2D texture, vec2 texCoords, vec4 texSample, float padRadius, inout vec4 fragCol);