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