#version 450 #include "compiled.inc" in vec2 pos; uniform vec2 screenSize; uniform vec2 screenSizeInv; out vec2 texCoord; out vec2 pixcoord; out vec4 offset0; out vec4 offset1; out vec4 offset2; const int SMAA_MAX_SEARCH_STEPS = 16; void main() { // Scale vertex attribute to [0-1] range const vec2 madd = vec2(0.5, 0.5); texCoord = pos.xy * madd + madd; // Blend Weight Calculation Vertex Shader pixcoord = texCoord * screenSize; // We will use these offsets for the searches later on (see @PSEUDO_GATHER4): offset0 = screenSizeInv.xyxy * vec4(-0.25, -0.125, 1.25, -0.125) + texCoord.xyxy; offset1 = screenSizeInv.xyxy * vec4(-0.125, -0.25, -0.125, 1.25) + texCoord.xyxy; // And these for the searches, they indicate the ends of the loops: offset2 = screenSizeInv.xxyy * (vec4(-2.0, 2.0, -2.0, 2.0) * float(SMAA_MAX_SEARCH_STEPS)) + vec4(offset0.xz, offset1.yw); gl_Position = vec4(pos.xy, 0.0, 1.0); }