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36
leenkx/Shaders/smaa_blend_weight/smaa_blend_weight.vert.glsl
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36
leenkx/Shaders/smaa_blend_weight/smaa_blend_weight.vert.glsl
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#version 450
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#include "compiled.inc"
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in vec2 pos;
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uniform vec2 screenSize;
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uniform vec2 screenSizeInv;
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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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const int SMAA_MAX_SEARCH_STEPS = 16;
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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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// Blend Weight Calculation Vertex Shader
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pixcoord = texCoord * screenSize;
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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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// 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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gl_Position = vec4(pos.xy, 0.0, 1.0);
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}
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