/// /// 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);