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prism/shaders/blend.vert.glsl

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2020-08-11 12:07:21 -04:00
#define SMAA_INCLUDE_VS 1
#define SMAA_INCLUDE_PS 0
#include "smaa_common.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 = correctionMatrix * vec4(outUV * 2.0 + -1.0, 0.0, 1.0);
SMAABlendingWeightCalculationVS(outUV, outPixUV, outOffset);
}