#define SMAA_RT_METRICS viewport
#define SMAA_PRESET_ULTRA 1
#define SMAA_GLSL_4 1
#define SMAA_INCLUDE_VS 1
#define SMAA_INCLUDE_PS 0
layout(std430, push_constant, binding = 4) uniform readonlPushConstant {
vec4 viewport;
float fade;
vec4 transform_ops;
};
#include "smaa.glsl"
layout (location = 0) out vec2 outUV;
layout(location = 1) out vec4 outOffset;
void main() {
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * 2.0f + -1.0f, 0.0f, 1.0f);
outUV.y = 1.0 - outUV.y;
SMAANeighborhoodBlendingVS(outUV, outOffset);
}