#version 410 compatibility #define SMAA_PIXEL_SIZE vec2(1.0/512.0, 1.0/512.0) #define SMAA_THRESHOLD 0.05 #define SMAA_MAX_SEARCH_STEPS 32 #define SMAA_MAX_SEARCH_STEPS_DIAG 16 #define SMAA_CORNER_ROUNDING 25 #ifndef SMAA_DEPTH_THRESHOLD #define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD) #endif #ifndef SMAA_REPROJECTION #define SMAA_REPROJECTION 0 #endif #define SMAA_REPROJECTION_WEIGHT_SCALE 30.0 #ifndef SMAA_AREATEX_MAX_DISTANCE #define SMAA_AREATEX_MAX_DISTANCE 16 #endif #ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG #define SMAA_AREATEX_MAX_DISTANCE_DIAG 20 #endif #define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0)) #define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0) /* --- Define section is over ---- */ /** * Edge Detection Vertex Shader */ void SMAAEdgeDetectionVS(vec4 position, out vec4 svPosition, inout vec2 texcoord, out vec4 offset[3]) { svPosition = position; offset[0] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-1.0, 0.0, 0.0, -1.0); offset[1] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4( 1.0, 0.0, 0.0, 1.0); offset[2] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-2.0, 0.0, 0.0, -2.0); } /* ------------- Header is over -------------- */ out vec2 texcoord; out vec4 offset[3]; out vec4 dummy2; attribute vec3 vPosition; attribute vec2 vTexCoord; uniform mat4 ProjectionMatrix; void main() { texcoord = vTexCoord; vec4 dummy1 = vec4(0); SMAAEdgeDetectionVS(dummy1, dummy2, texcoord, offset); gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0); }