28 lines
766 B
GLSL
28 lines
766 B
GLSL
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#version 460 core
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#extension GL_GOOGLE_include_directive : enable
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#define SMAA_RT_METRICS vec4(1.0 / 1280.0, 1.0 / 720.0, 1280.0, 720.0)
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#define SMAA_PRESET_ULTRA 1
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#define SMAA_GLSL_4 1
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#define SMAA_INCLUDE_VS 0
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#define SMAA_INCLUDE_PS 1
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#define SMAA_PREDICATION 1
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#define SMAA_FLIP_Y 0
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#include "smaa.glsl"
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layout(location = 0) in vec2 inUV;
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layout(location = 1) in vec4 inOffset[3];
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layout(location = 5) in vec2 inPixUV;
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layout(location = 0) out vec4 outColor;
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layout(binding = 0) uniform sampler2D edgeSampler;
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layout(binding = 1) uniform sampler2D areaSampler;
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layout(binding = 2) uniform sampler2D searchSampler;
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void main() {
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outColor = SMAABlendingWeightCalculationPS(inUV, inPixUV, inOffset, edgeSampler, areaSampler, searchSampler, ivec4(0));
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}
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