#version 450

#ifdef GL_ES
precision highp float;
#endif

in vec2 pos;

uniform vec2 screenSizeInv;

out vec2 texCoord;
out vec4 offset0;
out vec4 offset1;
out vec4 offset2;

void main() {
	// Scale vertex attribute to [0-1] range
	#ifdef _InvY
	const vec2 madd = vec2(0.5, -0.5);
	#else
	const vec2 madd = vec2(0.5, 0.5);
	#endif
	texCoord = pos.xy * madd + madd;

	// Edge Detection Vertex Shader
	//void SMAAEdgeDetectionVS(vec2 texcoord, out vec4 offset[3]) {
		offset0 = screenSizeInv.xyxy * vec4(-1.0, 0.0, 0.0, -1.0) + texCoord.xyxy;
		offset1 = screenSizeInv.xyxy * vec4( 1.0, 0.0, 0.0,  1.0) + texCoord.xyxy;
		offset2 = screenSizeInv.xyxy * vec4(-2.0, 0.0, 0.0, -2.0) + texCoord.xyxy;
	//}

	gl_Position = vec4(pos.xy, 0.0, 1.0);
}
