forked from LeenkxTeam/LNXSDK
		
	
		
			
	
	
		
			37 lines
		
	
	
		
			937 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			37 lines
		
	
	
		
			937 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|  | #version 450 | ||
|  | 
 | ||
|  | #include "compiled.inc" | ||
|  | 
 | ||
|  | in vec2 pos; | ||
|  | 
 | ||
|  | uniform vec2 screenSize; | ||
|  | uniform vec2 screenSizeInv; | ||
|  | 
 | ||
|  | out vec2 texCoord; | ||
|  | out vec2 pixcoord; | ||
|  | out vec4 offset0; | ||
|  | out vec4 offset1; | ||
|  | out vec4 offset2; | ||
|  | 
 | ||
|  | const int SMAA_MAX_SEARCH_STEPS = 16; | ||
|  | 
 | ||
|  | void main() { | ||
|  | 	// Scale vertex attribute to [0-1] range | ||
|  | 	const vec2 madd = vec2(0.5, 0.5); | ||
|  | 	texCoord = pos.xy * madd + madd; | ||
|  | 	 | ||
|  | 	// Blend Weight Calculation Vertex Shader | ||
|  | 	pixcoord = texCoord * screenSize; | ||
|  | 
 | ||
|  | 	// We will use these offsets for the searches later on (see @PSEUDO_GATHER4): | ||
|  | 	offset0 = screenSizeInv.xyxy * vec4(-0.25, -0.125,  1.25, -0.125) + texCoord.xyxy; | ||
|  | 	offset1 = screenSizeInv.xyxy * vec4(-0.125, -0.25, -0.125,  1.25) + texCoord.xyxy; | ||
|  | 
 | ||
|  | 	// And these for the searches, they indicate the ends of the loops: | ||
|  | 	offset2 = screenSizeInv.xxyy * | ||
|  | 				(vec4(-2.0, 2.0, -2.0, 2.0) * float(SMAA_MAX_SEARCH_STEPS)) + | ||
|  | 				 vec4(offset0.xz, offset1.yw); | ||
|  | 
 | ||
|  | 	gl_Position = vec4(pos.xy, 0.0, 1.0); | ||
|  | } |