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// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#version 460
#extension GL_GOOGLE_include_directive : enable
#ifdef VULKAN
#define VERTEX_ID gl_VertexIndex
#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
#define VERTEX_ID gl_VertexID
#endif
out gl_PerVertex {
vec4 gl_Position;
};
const vec2 vertices[3] =
vec2[3](vec2(-1,-1), vec2(3,-1), vec2(-1, 3));
layout (binding = 0) uniform sampler2D edges_tex;
layout (binding = 1) uniform sampler2D area_tex;
layout (binding = 2) uniform sampler2D search_tex;
layout (location = 0) out vec2 tex_coord;
layout (location = 1) out vec2 pix_coord;
layout (location = 2) out vec4 offset[3];
vec4 metrics = vec4(1.0 / textureSize(edges_tex, 0), textureSize(edges_tex, 0));
#define SMAA_RT_METRICS metrics
#define SMAA_GLSL_4
#define SMAA_PRESET_ULTRA
#define SMAA_INCLUDE_VS 1
#define SMAA_INCLUDE_PS 0
#include "opengl_smaa.glsl"
void main() {
vec2 vertex = vertices[VERTEX_ID];
gl_Position = vec4(vertex, 0.0, 1.0);
tex_coord = (vertex + 1.0) / 2.0;
SMAABlendingWeightCalculationVS(tex_coord, pix_coord, offset);
}
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