#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); }