#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]; layout(location = 5) out vec2 outPixUV; void main() { outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2); gl_Position = vec4(outUV * 2.0 + -1.0, 0.0, 1.0); SMAABlendingWeightCalculationVS(outUV, outPixUV, outOffset); }