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