armory/Shaders/smaa_edge_detect/smaa_edge_detect.vert.glsl
2017-12-13 14:44:21 +01:00

29 lines
687 B
GLSL

#version 450
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
const vec2 madd = vec2(0.5, 0.5);
texCoord = pos.xy * madd + madd;
#ifdef _InvY
texCoord.y = 1.0 - texCoord.y;
#endif
// 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);
}