2016-06-14 12:33:11 +02:00
|
|
|
#version 450
|
|
|
|
|
|
|
|
in vec2 pos;
|
|
|
|
|
2016-06-21 13:29:27 +02:00
|
|
|
uniform vec2 screenSizeInv;
|
|
|
|
|
2016-06-14 12:33:11 +02:00
|
|
|
out vec2 texCoord;
|
2016-06-14 23:32:44 +02:00
|
|
|
out vec4 offset0;
|
|
|
|
out vec4 offset1;
|
|
|
|
out vec4 offset2;
|
2016-06-14 12:33:11 +02:00
|
|
|
|
|
|
|
void main() {
|
|
|
|
// Scale vertex attribute to [0-1] range
|
2016-10-17 17:39:40 +02:00
|
|
|
const vec2 madd = vec2(0.5, 0.5);
|
2016-06-14 12:33:11 +02:00
|
|
|
texCoord = pos.xy * madd + madd;
|
2017-06-23 15:47:51 +02:00
|
|
|
#ifdef _InvY
|
|
|
|
texCoord.y = 1.0 - texCoord.y;
|
|
|
|
#endif
|
2016-06-14 12:33:11 +02:00
|
|
|
|
|
|
|
// Edge Detection Vertex Shader
|
|
|
|
//void SMAAEdgeDetectionVS(vec2 texcoord, out vec4 offset[3]) {
|
2016-06-21 13:29:27 +02:00
|
|
|
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;
|
2016-06-14 12:33:11 +02:00
|
|
|
//}
|
|
|
|
|
|
|
|
gl_Position = vec4(pos.xy, 0.0, 1.0);
|
|
|
|
}
|