
in vec4 uvcoordsvar;

out vec4 FragColor;

uniform sampler2D outlineBluredColor;
uniform vec2 rcpDimensions;

void main()
{
#ifdef USE_FXAA
  float aa_alpha =
      FxaaPixelShader(uvcoordsvar.st, outlineBluredColor, rcpDimensions, 1.0, 0.166, 0.0833).r;
#endif

  FragColor = texture(outlineBluredColor, uvcoordsvar.st).rgba;

#ifdef USE_FXAA
  FragColor.a = aa_alpha;
#endif
}
