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graph/shaders/blend.frag

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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 0
#define SMAA_INCLUDE_PS 1
#define SMAA_PREDICATION 1
#define SMAA_FLIP_Y 0
#include "smaa.glsl"
layout(location = 0) in vec2 inUV;
layout(location = 1) in vec4 inOffset[3];
layout(location = 5) in vec2 inPixUV;
layout(location = 0) out vec4 outColor;
layout(binding = 0) uniform sampler2D edgeSampler;
layout(binding = 1) uniform sampler2D areaSampler;
layout(binding = 2) uniform sampler2D searchSampler;
void main() {
outColor = SMAABlendingWeightCalculationPS(inUV, inPixUV, inOffset, edgeSampler, areaSampler, searchSampler, ivec4(0));
}