#define SMAA_INCLUDE_PS 1 #include "smaa_common.glsl" layout(location = 0) in vec2 inUV; layout(location = 1) in vec4 inOffset[3]; layout(location = 5) in vec2 inPixUV; layout(location = 0) out vec4 outColor; layout(binding = 0) uniform sampler2D edgeSampler; layout(binding = 1) uniform sampler2D areaSampler; layout(binding = 3) uniform sampler2D searchSampler; void main() { outColor = SMAABlendingWeightCalculationPS(inUV, inPixUV, inOffset, edgeSampler, areaSampler, searchSampler, ivec4(0)); }