#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 = 0) out vec4 outColor; layout(binding = 0) uniform sampler2D imageSampler; layout(binding = 1) uniform sampler2D depthSampler; void main() { vec2 edge = SMAALumaEdgeDetectionPS(inUV, inOffset, imageSampler, depthSampler); outColor = vec4(edge, 0.0, 1.0); }