2023-02-08 14:40:15 +01:00
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#version 450
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2024-08-15 20:29:14 +02:00
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uniform vec2 screen_size;
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uniform vec2 screen_size_inv;
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2023-02-08 14:40:15 +01:00
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2023-02-15 17:16:58 +01:00
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in vec2 pos;
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2024-08-15 20:29:14 +02:00
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out vec2 tex_coord;
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2023-02-08 14:40:15 +01:00
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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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const vec2 madd = vec2(0.5, 0.5);
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2024-08-15 20:29:14 +02:00
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tex_coord = pos.xy * madd + madd;
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2023-02-08 14:40:15 +01:00
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2024-08-15 20:29:14 +02:00
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pixcoord = tex_coord * screen_size;
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2023-02-08 14:40:15 +01:00
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2024-08-15 20:29:14 +02:00
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offset0 = screen_size_inv.xyxy * vec4(-0.25, -0.125, 1.25, -0.125) + tex_coord.xyxy;
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offset1 = screen_size_inv.xyxy * vec4(-0.125, -0.25, -0.125, 1.25) + tex_coord.xyxy;
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2023-02-08 14:40:15 +01:00
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2024-08-15 20:29:14 +02:00
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offset2 = screen_size_inv.xxyy *
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2023-02-08 14:40:15 +01:00
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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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