/**
 * NOTE: This file is autogenerated. Do not edit.
 */
export const outlineApplierShader = {
    vertex: (options?: Record<string, () => string>): string => /* glsl */ `
`,
    fragment: (options?: Record<string, () => string>): string => /* glsl */ `
        precision highp float;
        precision highp int;
        
        varying vec2 vUV;
        
        // Samplers
        uniform sampler2D sceneSampler;
        uniform sampler2D outlineSampler;
        
        void main(void)
        {
            vec2 sampleUV = vUV;
        
            vec4 screenFragment = texture2D(sceneSampler, sampleUV);
            vec4 outline = texture2D(outlineSampler, sampleUV);
        
            // The ambient occlusion holds the value of the actual occlusion, not reverse
            gl_FragColor = screenFragment + outline;
        }`
};
