13 lines
361 B
GLSL
13 lines
361 B
GLSL
#define SMAA_INCLUDE_VS 1
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#define SMAA_INCLUDE_PS 0
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#include "smaa_common.glsl"
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layout(location = 0) out vec2 outUV;
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layout(location = 1) out vec4 outOffset[3];
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void main() {
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outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = correctionMatrix * vec4(outUV * 2.0 + -1.0, 0.0, 1.0);
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SMAAEdgeDetectionVS(outUV, outOffset);
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}
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