#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); }