#version 450 in vec2 pos; uniform vec2 screenSizeInv; out vec2 texCoord; out vec4 offset; void main() { // Scale vertex attribute to [0-1] range const vec2 madd = vec2(0.5, 0.5); texCoord = pos.xy * madd + madd; #ifdef _InvY texCoord.y = 1.0 - texCoord.y; #endif // Neighborhood Blending Vertex Shader //void SMAANeighborhoodBlendingVS(vec2 texcoord, out vec4 offset) { offset = screenSizeInv.xyxy * vec4(1.0, 0.0, 0.0, 1.0) + texCoord.xyxy; //} gl_Position = vec4(pos.xy, 0.0, 1.0); }