double-hit-balls/assets/smaa/blend_vertex.txt

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#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 ---- */
/**
* Blend Weight Calculation Vertex Shader
*/
void SMAABlendingWeightCalculationVS(vec4 position,
out vec4 svPosition,
inout vec2 texcoord,
out vec2 pixcoord,
out vec4 offset[3]) {
svPosition = position;
pixcoord = texcoord / SMAA_PIXEL_SIZE;
// We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
offset[0] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-0.25, -0.125, 1.25, -0.125);
offset[1] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-0.125, -0.25, -0.125, 1.25);
// And these for the searches, they indicate the ends of the loops:
offset[2] = vec4(offset[0].xz, offset[1].yw) +
vec4(-2.0, 2.0, -2.0, 2.0) *
SMAA_PIXEL_SIZE.xxyy * float(SMAA_MAX_SEARCH_STEPS);
}
/* ------------- Header is over -------------- */
out vec2 texcoord;
out vec2 pixcoord;
out vec4 offset[3];
out vec4 dummy2;
attribute vec3 vPosition;
attribute vec2 vTexCoord;
uniform mat4 ProjectionMatrix;
void main()
{
texcoord = vTexCoord;
vec4 dummy1 = vec4(0);
SMAABlendingWeightCalculationVS(dummy1, dummy2, texcoord, pixcoord, offset);
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
}