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libs/shaders/GL/smaa_blending_weight.vsh.glsl
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libs/shaders/GL/smaa_blending_weight.vsh.glsl
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// Implementation of Subpixel Morphological Antialiasing (SMAA) is based on https://github.com/iryoku/smaa
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layout (location = 0) in vec2 a_pos;
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layout (location = 1) in vec2 a_tcoord;
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layout (location = 0) out vec4 v_coords;
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layout (location = 1) out vec4 v_offset0;
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layout (location = 2) out vec4 v_offset1;
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layout (location = 3) out vec4 v_offset2;
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layout (binding = 0) uniform UBO
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{
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vec4 u_framebufferMetrics;
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};
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// SMAA_MAX_SEARCH_STEPS specifies the maximum steps performed in the
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// horizontal/vertical pattern searches, at each side of the pixel.
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#define SMAA_MAX_SEARCH_STEPS 8.0
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const vec4 kMaxSearchSteps = vec4(-2.0 * SMAA_MAX_SEARCH_STEPS, 2.0 * SMAA_MAX_SEARCH_STEPS,
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-2.0 * SMAA_MAX_SEARCH_STEPS, 2.0 * SMAA_MAX_SEARCH_STEPS);
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void main()
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{
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v_coords = vec4(a_tcoord, a_tcoord * u_framebufferMetrics.zw);
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// We will use these offsets for the searches.
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v_offset0 = u_framebufferMetrics.xyxy * vec4(-0.25, -0.125, 1.25, -0.125) + a_tcoord.xyxy;
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v_offset1 = u_framebufferMetrics.xyxy * vec4(-0.125, -0.25, -0.125, 1.25) + a_tcoord.xyxy;
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// And these for the searches, they indicate the ends of the loops.
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v_offset2 = u_framebufferMetrics.xxyy * kMaxSearchSteps + vec4(v_offset0.xz, v_offset1.yw);
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gl_Position = vec4(a_pos, 0.0, 1.0);
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}
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