// (it couldn't be done earlier, because we didn't know
// the values of the neighboring pixels; they change for
// each SOR iteration).
// (it couldn't be done earlier, because we didn't know
// the values of the neighboring pixels; they change for
// each SOR iteration).
float smooth_l = textureOffset(smoothness_x_tex, tc, ivec2(-1, 0)).x;
float smooth_r = texture(smoothness_x_tex, tc).x;
float smooth_d = textureOffset(smoothness_y_tex, tc, ivec2( 0, -1)).x;
float smooth_l = textureOffset(smoothness_x_tex, tc, ivec2(-1, 0)).x;
float smooth_r = texture(smoothness_x_tex, tc).x;
float smooth_d = textureOffset(smoothness_y_tex, tc, ivec2( 0, -1)).x;