#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); }