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#pragma BLENDER_REQUIRE(common_smaa_lib.glsl)
void main()
{
int v = gl_VertexID % 3;
float x = -1.0 + float((v & 1) << 2);
float y = -1.0 + float((v & 2) << 1);
gl_Position = vec4(x, y, 1.0, 1.0);
uvs = (gl_Position.xy + 1.0) * 0.5;
#if SMAA_STAGE == 0
SMAAEdgeDetectionVS(uvs, offset);
#elif SMAA_STAGE == 1
SMAABlendingWeightCalculationVS(uvs, pixcoord, offset);
#elif SMAA_STAGE == 2
SMAANeighborhoodBlendingVS(uvs, offset[0]);
#endif
}
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