28 lines
629 B
GLSL
28 lines
629 B
GLSL
#version 450
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#ifdef GL_ES
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precision highp float;
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#endif
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in vec2 pos;
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out vec2 texCoord;
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const vec2 madd = vec2(0.5, 0.5);
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// Edge Detection Vertex Shader
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void SMAAEdgeDetectionVS(float2 texcoord, out float4 offset[3]) {
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offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-1.0, 0.0, 0.0, -1.0), texcoord.xyxy);
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offset[1] = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy);
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offset[2] = mad(SMAA_RT_METRICS.xyxy, float4(-2.0, 0.0, 0.0, -2.0), texcoord.xyxy);
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}
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void main() {
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// Scale vertex attribute to [0-1] range
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texCoord = pos.xy * madd + madd;
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gl_Position = vec4(pos.xy, 0.0, 1.0);
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}
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