armory/Shaders/smaa_edge_detect/smaa_edge_detect.vert.glsl

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#version 450
#ifdef GL_ES
precision highp float;
#endif
in vec2 pos;
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uniform vec2 screenSizeInv;
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out vec2 texCoord;
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// out vec4 offset[3];
out vec4 offset0;
out vec4 offset1;
out vec4 offset2;
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const vec2 madd = vec2(0.5, 0.5);
void main() {
// Scale vertex attribute to [0-1] range
texCoord = pos.xy * madd + madd;
// Edge Detection Vertex Shader
//void SMAAEdgeDetectionVS(vec2 texcoord, out vec4 offset[3]) {
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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;
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//}
gl_Position = vec4(pos.xy, 0.0, 1.0);
}