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18
libs/shaders/GL/smaa_final.vsh.glsl
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libs/shaders/GL/smaa_final.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 vec2 v_colorTexCoords;
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layout (location = 1) out vec4 v_offset;
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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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void main()
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{
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v_colorTexCoords = a_tcoord;
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v_offset = u_framebufferMetrics.xyxy * vec4(1.0, 0.0, 0.0, 1.0) + a_tcoord.xyxy;
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gl_Position = vec4(a_pos, 0.0, 1.0);
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}
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