#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];
void main() {
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * 2.0 + -1.0, 0.0, 1.0);
outUV.y = 1.0 - outUV.y;
SMAAEdgeDetectionVS(outUV, outOffset);
}