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graph/shaders/edge.vert

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2018-12-19 13:11:27 -05:00
#version 460 core
#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"
layout(location = 0) out vec2 outUV;
layout(location = 1) out vec4 outOffset[3];
void main() {
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * 2.0 + -1.0, 0.0, 1.0);
SMAAEdgeDetectionVS(outUV, outOffset);
}