37 lines
		
	
	
		
			937 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			37 lines
		
	
	
		
			937 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 450
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| 
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| #include "compiled.inc"
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| 
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| in vec2 pos;
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| 
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| uniform vec2 screenSize;
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| uniform vec2 screenSizeInv;
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| 
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| out vec2 texCoord;
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| out vec2 pixcoord;
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| out vec4 offset0;
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| out vec4 offset1;
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| out vec4 offset2;
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| 
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| const int SMAA_MAX_SEARCH_STEPS = 16;
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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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| 	const vec2 madd = vec2(0.5, 0.5);
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| 	texCoord = pos.xy * madd + madd;
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| 	
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| 	// Blend Weight Calculation Vertex Shader
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| 	pixcoord = texCoord * screenSize;
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| 
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| 	// We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
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| 	offset0 = screenSizeInv.xyxy * vec4(-0.25, -0.125,  1.25, -0.125) + texCoord.xyxy;
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| 	offset1 = screenSizeInv.xyxy * vec4(-0.125, -0.25, -0.125,  1.25) + texCoord.xyxy;
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| 
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| 	// And these for the searches, they indicate the ends of the loops:
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| 	offset2 = screenSizeInv.xxyy *
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| 				(vec4(-2.0, 2.0, -2.0, 2.0) * float(SMAA_MAX_SEARCH_STEPS)) +
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| 				 vec4(offset0.xz, offset1.yw);
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| 
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| 	gl_Position = vec4(pos.xy, 0.0, 1.0);
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| }
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