// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #version 460 #extension GL_GOOGLE_include_directive : enable layout (binding = 0) uniform sampler2D input_tex; layout (binding = 1) uniform sampler2D blend_tex; layout (location = 0) in vec2 tex_coord; layout (location = 1) in vec4 offset; layout (location = 0) out vec4 frag_color; vec4 metrics = vec4(1.0 / textureSize(input_tex, 0), textureSize(input_tex, 0)); #define SMAA_RT_METRICS metrics #define SMAA_GLSL_4 #define SMAA_PRESET_ULTRA #define SMAA_INCLUDE_VS 0 #define SMAA_INCLUDE_PS 1 #include "opengl_smaa.glsl" void main() { frag_color = SMAANeighborhoodBlendingPS(tex_coord, offset, input_tex, blend_tex ); }