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VARYING vec4 TexCoordBLL;
VARYING vec4 TexCoordTLT;
VARYING vec4 TexCoordTRR;
VARYING vec4 TexCoordBRB;
void MAIN()
{
vec4 centerTap = texture(INPUT, INPUT_UV);
vec4 edgeTap = texture(INPUT, TexCoordBLL.xy)
+ texture(INPUT, TexCoordBLL.zw)
+ texture(INPUT, TexCoordTLT.xy)
+ texture(INPUT, TexCoordTLT.zw)
+ texture(INPUT, TexCoordTRR.xy)
+ texture(INPUT, TexCoordTRR.zw)
+ texture(INPUT, TexCoordBRB.xy)
+ texture(INPUT, TexCoordBRB.zw);
vec3 edgeDetect = 8.0 * (centerTap.rgb - (0.125 * edgeTap.rgb));
edgeDetect = clamp(edgeDetect, 0.0, centerTap.a);
FRAGCOLOR = vec4(mix(centerTap.rgb, edgeDetect, edgeStrength), centerTap.a);
}
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