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graph/shaders/post.vert

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#version 460 core
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#extension GL_GOOGLE_include_directive : enable
#define SMAA_RT_METRICS vec4(1.0 / 1280.0, 1.0 / 720.0, 1280.0, 720.0)
#define SMAA_PRESET_ULTRA 1
#define SMAA_GLSL_4 1
#define SMAA_INCLUDE_VS 1
#define SMAA_INCLUDE_PS 0
#define SMAA_PREDICATION 1
#define SMAA_FLIP_Y 0
#include "smaa.glsl"
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layout(location = 0) out vec2 outUV;
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layout(location = 1) out vec4 outOffset;
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void main() {
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = vec4(outUV * 2.0 + -1.0, 0.0, 1.0);
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SMAANeighborhoodBlendingVS(outUV, outOffset);
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}