32 lines
878 B
GLSL
32 lines
878 B
GLSL
|
// 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
|
||
|
);
|
||
|
}
|