armory/raw/smaa_pass/smaa_neighborhood_blending.vert.glsl
2016-06-13 15:07:57 +02:00

26 lines
461 B
GLSL

#version 450
#ifdef GL_ES
precision highp float;
#endif
in vec2 pos;
out vec2 texCoord;
const vec2 madd = vec2(0.5, 0.5);
// Neighborhood Blending Vertex Shader
void SMAANeighborhoodBlendingVS(float2 texcoord, out float4 offset) {
offset = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy);
}
void main() {
// Scale vertex attribute to [0-1] range
texCoord = pos.xy * madd + madd;
gl_Position = vec4(pos.xy, 0.0, 1.0);
}