armory/Shaders/smaa_edge_detect/smaa_edge_detect.vert.glsl

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#version 450
#include "compiled.inc"
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in vec2 pos;
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uniform vec2 screenSizeInv;
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out vec2 texCoord;
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out vec4 offset0;
out vec4 offset1;
out vec4 offset2;
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#ifdef _InvY
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#define V_DIR(v) -(v)
#else
#define V_DIR(v) v
#endif
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void main() {
// Scale vertex attribute to [0-1] range
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const vec2 madd = vec2(0.5, 0.5);
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texCoord = pos.xy * madd + madd;
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#ifdef _InvY
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texCoord.y = 1.0 - texCoord.y;
#endif
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offset0 = screenSizeInv.xyxy * vec4(-1.0, 0.0, 0.0, V_DIR(-1.0)) + texCoord.xyxy;
offset1 = screenSizeInv.xyxy * vec4( 1.0, 0.0, 0.0, V_DIR(1.0)) + texCoord.xyxy;
offset2 = screenSizeInv.xyxy * vec4(-2.0, 0.0, 0.0, V_DIR(-2.0)) + texCoord.xyxy;
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gl_Position = vec4(pos.xy, 0.0, 1.0);
}