CSPspEmu.Gui.SMAA.Smaa.pass_neighborhood C# (CSharp) Method

pass_neighborhood() private method

private pass_neighborhood ( GLTexture albedo_tex, GLTexture blend_tex ) : GLTexture
albedo_tex GLTexture
blend_tex GLTexture
return GLTexture
        private GLTexture pass_neighborhood(GLTexture albedo_tex, GLTexture blend_tex)
        {
            if (neighborhood_shader == null)
            {
                neighborhood_shader = GLShaderFilter.Create(Width, Height, new GLShader(
                    VertexHeader + @"
                        out vec2 texcoord;
                        out vec4 offset[2];
                        out vec4 dummy2;
                        void main()
                        {
                            texcoord = a_texcoords.xy;
                            vec4 dummy1 = vec4(0);
                            SMAANeighborhoodBlendingVS(dummy1, dummy2, texcoord, offset);
                            gl_Position = a_position;
                        }
                    ",
                    FragmentHeader + @"
                        uniform sampler2D albedo_tex;
                        uniform sampler2D blend_tex;
                        in vec2 texcoord;
                        in vec4 offset[2];
                        in vec4 dummy2;
                        void main()
                        {
                            gl_FragColor = SMAANeighborhoodBlendingPS(texcoord, offset, albedo_tex, blend_tex);
                        }
                    "
                ));
            }
            return neighborhood_shader.Process((Shader) =>
            {
                Shader.GetUniform("albedo_tex").Set(GLTextureUnit.CreateAtIndex(0).SetWrap(GLWrap.ClampToEdge).SetFiltering(GLScaleFilter.Linear).SetTexture(albedo_tex));
                Shader.GetUniform("blend_tex").Set(GLTextureUnit.CreateAtIndex(1).SetWrap(GLWrap.ClampToEdge).SetFiltering(GLScaleFilter.Linear).SetTexture(blend_tex));
            });
        }