5b837157bd
Co-authored-by: goldenx86 <goldenx86@users.noreply.github.com> Co-authored-by: BreadFish64 <breadfish64@users.noreply.github.com>
41 lines
1 KiB
GLSL
41 lines
1 KiB
GLSL
// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#version 460
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#extension GL_GOOGLE_include_directive : enable
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#ifdef VULKAN
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#define VERTEX_ID gl_VertexIndex
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#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
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#define VERTEX_ID gl_VertexID
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#endif
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out gl_PerVertex {
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vec4 gl_Position;
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};
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const vec2 vertices[3] =
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vec2[3](vec2(-1,-1), vec2(3,-1), vec2(-1, 3));
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layout (binding = 0) uniform sampler2D input_tex;
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layout (binding = 1) uniform sampler2D blend_tex;
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layout (location = 0) out vec2 tex_coord;
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layout (location = 1) out vec4 offset;
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vec4 metrics = vec4(1.0 / textureSize(input_tex, 0), textureSize(input_tex, 0));
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#define SMAA_RT_METRICS metrics
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#define SMAA_GLSL_4
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#define SMAA_PRESET_ULTRA
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#define SMAA_INCLUDE_VS 1
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#define SMAA_INCLUDE_PS 0
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#include "opengl_smaa.glsl"
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void main() {
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vec2 vertex = vertices[VERTEX_ID];
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gl_Position = vec4(vertex, 0.0, 1.0);
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tex_coord = (vertex + 1.0) / 2.0;
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SMAANeighborhoodBlendingVS(tex_coord, offset);
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}
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