#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; /** * Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com) * Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com) * Copyright (C) 2013 Belen Masia (bmasia@unizar.es) * Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com) * Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es) * * Permission is hereby granted, free of charge, to any person obtaining a copy * this software and associated documentation files (the "Software"), to deal in * the Software without restriction, including without limitation the rights to * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies * of the Software, and to permit persons to whom the Software is furnished to * do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. As clarification, there * is no requirement that the copyright notice and permission be included in * binary distributions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ /** * _______ ___ ___ ___ ___ * / || \/ | / \ / \ * | (---- | \ / | / ^ \ / ^ \ * \ \ | |\/| | / /_\ \ / /_\ \ * ----) | | | | | / _____ \ / _____ \ * |_______/ |__| |__| /__/ \__\ /__/ \__\ * * E N H A N C E D * S U B P I X E L M O R P H O L O G I C A L A N T I A L I A S I N G * * http://www.iryoku.com/smaa/ * * Hi, welcome aboard! * * Here you'll find instructions to get the shader up and running as fast as * possible. * * IMPORTANTE NOTICE: when updating, remember to update both this file and the * precomputed textures! They may change from version to version. * * The shader has three passes, chained together as follows: * * |input|------------------? * v | * [ SMAA*EdgeDetection ] | * v | * |edgesTex| | * v | * [ SMAABlendingWeightCalculation ] | * v | * |blendTex| | * v | * [ SMAANeighborhoodBlending ] <------? * v * |output| * * Note that each [pass] has its own vertex and pixel shader. Remember to use * oversized triangles instead of quads to avoid overshading along the * diagonal. * * You've three edge detection methods to choose from: luma, color or depth. * They represent different quality/performance and anti-aliasing/sharpness * tradeoffs, so our recommendation is for you to choose the one that best * suits your particular scenario: * * - Depth edge detection is usually the fastest but it may miss some edges. * * - Luma edge detection is usually more expensive than depth edge detection, * but catches visible edges that depth edge detection can miss. * * - Color edge detection is usually the most expensive one but catches * chroma-only edges. * * For quickstarters: just use luma edge detection. * * The general advice is to not rush the integration process and ensure each * step is done correctly (don't try to integrate SMAA T2x with predicated edge * detection from the start!). Ok then, let's go! * * 1. The first step is to create two RGBA temporal render targets for holding * |edgesTex| and |blendTex|. * * In DX10 or DX11, you can use a RG render target for the edges texture. * In the case of NVIDIA GPUs, using RG render targets seems to actually be * slower. * * On the Xbox 360, you can use the same render target for resolving both * |edgesTex| and |blendTex|, as they aren't needed simultaneously. * * 2. Both temporal render targets |edgesTex| and |blendTex| must be cleared * each frame. Do not forget to clear the alpha channel! * * 3. The next step is loading the two supporting precalculated textures, * 'areaTex' and 'searchTex'. You'll find them in the 'Textures' folder as * C++ headers, and also as regular DDS files. They'll be needed for the * 'SMAABlendingWeightCalculation' pass. * * If you use the C++ headers, be sure to load them in the format specified * inside of them. * * You can also compress 'areaTex' and 'searchTex' using BC5 and BC4 * respectively, if you have that option in your content processor pipeline. * When compressing then, you get a non-perceptible quality decrease, and a * marginal performance increase. * * 4. All samplers must be set to linear filtering and clamp. * * After you get the technique working, remember that 64-bit inputs have * half-rate linear filtering on GCN. * * If SMAA is applied to 64-bit color buffers, switching to point filtering * when accesing them will increase the performance. Search for * 'SMAASamplePoint' to see which textures may benefit from point * filtering, and where (which is basically the color input in the edge * detection and resolve passes). * * 5. All texture reads and buffer writes must be non-sRGB, with the exception * of the input read and the output write in * 'SMAANeighborhoodBlending' (and only in this pass!). If sRGB reads in * this last pass are not possible, the technique will work anyway, but * will perform antialiasing in gamma space. * * IMPORTANT: for best results the input read for the color/luma edge * detection should *NOT* be sRGB. * * 6. Before including SMAA.h you'll have to setup the render target metrics, * the target and any optional configuration defines. Optionally you can * use a preset. * * You have the following targets available: * SMAA_HLSL_3 * SMAA_HLSL_4 * SMAA_HLSL_4_1 * SMAA_GLSL_3 * * SMAA_GLSL_4 * * * * (See SMAA_INCLUDE_VS and SMAA_INCLUDE_PS below). * * And four presets: * SMAA_PRESET_LOW (%60 of the quality) * SMAA_PRESET_MEDIUM (%80 of the quality) * SMAA_PRESET_HIGH (%95 of the quality) * SMAA_PRESET_ULTRA (%99 of the quality) * * For example: * #define SMAA_RT_METRICS vec4(1.0 / 1280.0, 1.0 / 720.0, 1280.0, 720.0) * #define SMAA_GLSL_4 * #define SMAA_PRESET_HIGH * #include "SMAA.h" * * Note that SMAA_RT_METRICS doesn't need to be a macro, it can be a * uniform variable. The code is designed to minimize the impact of not * using a constant value, but it is still better to hardcode it. * * Depending on how you encoded 'areaTex' and 'searchTex', you may have to * add (and customize) the following defines before including SMAA.h: * #define SMAA_AREATEX_SELECT(sample) sample.rg * #define SMAA_SEARCHTEX_SELECT(sample) sample.r * * If your engine is already using porting macros, you can define * SMAA_CUSTOM_SL, and define the porting functions by yourself. * * 7. Then, you'll have to setup the passes as indicated in the scheme above. * You can take a look into SMAA.fx, to see how we did it for our demo. * Checkout the function wrappers, you may want to copy-paste them! * * 8. It's recommended to validate the produced |edgesTex| and |blendTex|. * You can use a screenshot from your engine to compare the |edgesTex| * and |blendTex| produced inside of the engine with the results obtained * with the reference demo. * * 9. After you get the last pass to work, it's time to optimize. You'll have * to initialize a stencil buffer in the first pass (discard is already in * the code), then mask execution by using it the second pass. The last * pass should be executed in all pixels. * * * After this point you can choose to enable predicated thresholding, * temporal supersampling and motion blur integration: * * a) If you want to use predicated thresholding, take a look into * SMAA_PREDICATION; you'll need to pass an extra texture in the edge * detection pass. * * b) If you want to enable temporal supersampling (SMAA T2x): * * 1. The first step is to render using subpixel jitters. I won't go into * detail, but it's as simple as moving each vertex position in the * vertex shader, you can check how we do it in our DX10 demo. * * 2. Then, you must setup the temporal resolve. You may want to take a look * into SMAAResolve for resolving 2x modes. After you get it working, you'll * probably see ghosting everywhere. But fear not, you can enable the * CryENGINE temporal reprojection by setting the SMAA_REPROJECTION macro. * Check out SMAA_DECODE_VELOCITY if your velocity buffer is encoded. * * 3. The next step is to apply SMAA to each subpixel jittered frame, just as * done for 1x. * * 4. At this point you should already have something usable, but for best * results the proper area textures must be set depending on current jitter. * For this, the parameter 'subsampleIndices' of * 'SMAABlendingWeightCalculationPS' must be set as follows, for our T2x * mode: * * @SUBSAMPLE_INDICES * * | S# | Camera Jitter | subsampleIndices | * +----+------------------+---------------------+ * | 0 | ( 0.25, -0.25) | float4(1, 1, 1, 0) | * | 1 | (-0.25, 0.25) | float4(2, 2, 2, 0) | * * These jitter positions assume a bottom-to-top y axis. S# stands for the * sample number. * * More information about temporal supersampling here: * http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf * * c) If you want to enable spatial multisampling (SMAA S2x): * * 1. The scene must be rendered using MSAA 2x. The MSAA 2x buffer must be * created with: * - DX10: see below (*) * - DX10.1: D3D10_STANDARD_MULTISAMPLE_PATTERN or * - DX11: D3D11_STANDARD_MULTISAMPLE_PATTERN * * This allows to ensure that the subsample order matches the table in * @SUBSAMPLE_INDICES. * * (*) In the case of DX10, we refer the reader to: * - SMAA::detectMSAAOrder and * - SMAA::msaaReorder * * These functions allow to match the standard multisample patterns by * detecting the subsample order for a specific GPU, and reordering * them appropriately. * * 2. A shader must be run to output each subsample into a separate buffer * (DX10 is required). You can use SMAASeparate for this purpose, or just do * it in an existing pass (for example, in the tone mapping pass, which has * the advantage of feeding tone mapped subsamples to SMAA, which will yield * better results). * * 3. The full SMAA 1x pipeline must be run for each separated buffer, storing * the results in the final buffer. The second run should alpha blend with * the existing final buffer using a blending factor of 0.5. * 'subsampleIndices' must be adjusted as in the SMAA T2x case (see point * b). * * d) If you want to enable temporal supersampling on top of SMAA S2x * (which actually is SMAA 4x): * * 1. SMAA 4x consists on temporally jittering SMAA S2x, so the first step is * to calculate SMAA S2x for current frame. In this case, 'subsampleIndices' * must be set as follows: * * | F# | S# | Camera Jitter | Net Jitter | subsampleIndices | * +----+----+--------------------+-------------------+----------------------+ * | 0 | 0 | ( 0.125, 0.125) | ( 0.375, -0.125) | float4(5, 3, 1, 3) | * | 0 | 1 | ( 0.125, 0.125) | (-0.125, 0.375) | float4(4, 6, 2, 3) | * +----+----+--------------------+-------------------+----------------------+ * | 1 | 2 | (-0.125, -0.125) | ( 0.125, -0.375) | float4(3, 5, 1, 4) | * | 1 | 3 | (-0.125, -0.125) | (-0.375, 0.125) | float4(6, 4, 2, 4) | * * These jitter positions assume a bottom-to-top y axis. F# stands for the * frame number. S# stands for the sample number. * * 2. After calculating SMAA S2x for current frame (with the new subsample * indices), previous frame must be reprojected as in SMAA T2x mode (see * point b). * * e) If motion blur is used, you may want to do the edge detection pass * together with motion blur. This has two advantages: * * 1. Pixels under heavy motion can be omitted from the edge detection process. * For these pixels we can just store "no edge", as motion blur will take * care of them. * 2. The center pixel tap is reused. * * Note that in this case depth testing should be used instead of stenciling, * as we have to write all the pixels in the motion blur pass. * * That's it! */ //----------------------------------------------------------------------------- // SMAA Presets /** * Note that if you use one of these presets, the following configuration * macros will be ignored if set in the "Configurable Defines" section. */ #if defined(SMAA_PRESET_LOW) #define SMAA_THRESHOLD 0.15 #define SMAA_MAX_SEARCH_STEPS 4 #define SMAA_DISABLE_DIAG_DETECTION #define SMAA_DISABLE_CORNER_DETECTION #elif defined(SMAA_PRESET_MEDIUM) #define SMAA_THRESHOLD 0.1 #define SMAA_MAX_SEARCH_STEPS 8 #define SMAA_DISABLE_DIAG_DETECTION #define SMAA_DISABLE_CORNER_DETECTION #elif defined(SMAA_PRESET_HIGH) #define SMAA_THRESHOLD 0.1 #define SMAA_MAX_SEARCH_STEPS 16 #define SMAA_MAX_SEARCH_STEPS_DIAG 8 #define SMAA_CORNER_ROUNDING 25 #elif defined(SMAA_PRESET_ULTRA) #define SMAA_THRESHOLD 0.05 #define SMAA_MAX_SEARCH_STEPS 32 #define SMAA_MAX_SEARCH_STEPS_DIAG 16 #define SMAA_CORNER_ROUNDING 25 #endif //----------------------------------------------------------------------------- // Configurable Defines /** * SMAA_THRESHOLD specifies the threshold or sensitivity to edges. * Lowering this value you will be able to detect more edges at the expense of * performance. * * Range: [0, 0.5] * 0.1 is a reasonable value, and allows to catch most visible edges. * 0.05 is a rather overkill value, that allows to catch 'em all. * * If temporal supersampling is used, 0.2 could be a reasonable value, as low * contrast edges are properly filtered by just 2x. */ #ifndef SMAA_THRESHOLD #define SMAA_THRESHOLD 0.1 #endif /** * SMAA_DEPTH_THRESHOLD specifies the threshold for depth edge detection. * * Range: depends on the depth range of the scene. */ #ifndef SMAA_DEPTH_THRESHOLD #define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD) #endif /** * SMAA_MAX_SEARCH_STEPS specifies the maximum steps performed in the * horizontal/vertical pattern searches, at each side of the pixel. * * In number of pixels, it's actually the double. So the maximum line length * perfectly handled by, for example 16, is 64 (by perfectly, we meant that * longer lines won't look as good, but still antialiased). * * Range: [0, 112] */ #ifndef SMAA_MAX_SEARCH_STEPS #define SMAA_MAX_SEARCH_STEPS 16 #endif /** * SMAA_MAX_SEARCH_STEPS_DIAG specifies the maximum steps performed in the * diagonal pattern searches, at each side of the pixel. In this case we jump * one pixel at time, instead of two. * * Range: [0, 20] * * On high-end machines it is cheap (between a 0.8x and 0.9x slower for 16 * steps), but it can have a significant impact on older machines. * * Define SMAA_DISABLE_DIAG_DETECTION to disable diagonal processing. */ #ifndef SMAA_MAX_SEARCH_STEPS_DIAG #define SMAA_MAX_SEARCH_STEPS_DIAG 8 #endif /** * SMAA_CORNER_ROUNDING specifies how much sharp corners will be rounded. * * Range: [0, 100] * * Define SMAA_DISABLE_CORNER_DETECTION to disable corner processing. */ #ifndef SMAA_CORNER_ROUNDING #define SMAA_CORNER_ROUNDING 25 #endif /** * If there is an neighbor edge that has SMAA_LOCAL_CONTRAST_FACTOR times * bigger contrast than current edge, current edge will be discarded. * * This allows to eliminate spurious crossing edges, and is based on the fact * that, if there is too much contrast in a direction, that will hide * perceptually contrast in the other neighbors. */ #ifndef SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR #define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR 2.0 #endif /** * Predicated thresholding allows to better preserve texture details and to * improve performance, by decreasing the number of detected edges using an * additional buffer like the light accumulation buffer, object ids or even the * depth buffer (the depth buffer usage may be limited to indoor or short range * scenes). * * It locally decreases the luma or color threshold if an edge is found in an * additional buffer (so the global threshold can be higher). * * This method was developed by Playstation EDGE MLAA team, and used in * Killzone 3, by using the light accumulation buffer. More information here: * http://iryoku.com/aacourse/downloads/06-MLAA-on-PS3.pptx */ #ifndef SMAA_PREDICATION #define SMAA_PREDICATION 0 #endif /** * Threshold to be used in the additional predication buffer. * * Range: depends on the input, so you'll have to find the magic number that * works for you. */ #ifndef SMAA_PREDICATION_THRESHOLD #define SMAA_PREDICATION_THRESHOLD 0.01 #endif /** * How much to scale the global threshold used for luma or color edge * detection when using predication. * * Range: [1, 5] */ #ifndef SMAA_PREDICATION_SCALE #define SMAA_PREDICATION_SCALE 2.0 #endif /** * How much to locally decrease the threshold. * * Range: [0, 1] */ #ifndef SMAA_PREDICATION_STRENGTH #define SMAA_PREDICATION_STRENGTH 0.4 #endif /** * Temporal reprojection allows to remove ghosting artifacts when using * temporal supersampling. We use the CryEngine 3 method which also introduces * velocity weighting. This feature is of extreme importance for totally * removing ghosting. More information here: * http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf * * Note that you'll need to setup a velocity buffer for enabling reprojection. * For static geometry, saving the previous depth buffer is a viable * alternative. */ #ifndef SMAA_REPROJECTION #define SMAA_REPROJECTION 0 #endif /** * SMAA_REPROJECTION_WEIGHT_SCALE controls the velocity weighting. It allows to * remove ghosting trails behind the moving object, which are not removed by * just using reprojection. Using low values will exhibit ghosting, while using * high values will disable temporal supersampling under motion. * * Behind the scenes, velocity weighting removes temporal supersampling when * the velocity of the subsamples differs (meaning they are different objects). * * Range: [0, 80] */ #ifndef SMAA_REPROJECTION_WEIGHT_SCALE #define SMAA_REPROJECTION_WEIGHT_SCALE 30.0 #endif /** * On some compilers, discard cannot be used in vertex shaders. Thus, they need * to be compiled separately. */ #ifndef SMAA_INCLUDE_VS #define SMAA_INCLUDE_VS 1 #endif #ifndef SMAA_INCLUDE_PS #define SMAA_INCLUDE_PS 1 #endif //----------------------------------------------------------------------------- // Texture Access Defines #ifndef SMAA_AREATEX_SELECT #if defined(SMAA_HLSL_3) #define SMAA_AREATEX_SELECT(sample) sample.ra #else #define SMAA_AREATEX_SELECT(sample) sample.rg #endif #endif #ifndef SMAA_SEARCHTEX_SELECT #define SMAA_SEARCHTEX_SELECT(sample) sample.r #endif #ifndef SMAA_DECODE_VELOCITY #define SMAA_DECODE_VELOCITY(sample) sample.rg #endif //----------------------------------------------------------------------------- // Non-Configurable Defines #define SMAA_AREATEX_MAX_DISTANCE 16 #define SMAA_AREATEX_MAX_DISTANCE_DIAG 20 #define SMAA_AREATEX_PIXEL_SIZE (1.0 / float2(160.0, 560.0)) #define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0) #define SMAA_SEARCHTEX_SIZE float2(66.0, 33.0) #define SMAA_SEARCHTEX_PACKED_SIZE float2(64.0, 16.0) #define SMAA_CORNER_ROUNDING_NORM (float(SMAA_CORNER_ROUNDING) / 100.0) //----------------------------------------------------------------------------- // Porting Functions #if defined(SMAA_HLSL_3) #define SMAATexture2D(tex) sampler2D tex #define SMAATexturePass2D(tex) tex #define SMAASampleLevelZero(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0)) #define SMAASampleLevelZeroPoint(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0)) #define SMAASampleLevelZeroOffset(tex, coord, offset) tex2Dlod(tex, float4(coord + offset * SMAA_RT_METRICS.xy, 0.0, 0.0)) #define SMAASample(tex, coord) tex2D(tex, coord) #define SMAASamplePoint(tex, coord) tex2D(tex, coord) #define SMAASampleOffset(tex, coord, offset) tex2D(tex, coord + offset * SMAA_RT_METRICS.xy) #define SMAA_FLATTEN [flatten] #define SMAA_BRANCH [branch] #endif #if defined(SMAA_HLSL_4) || defined(SMAA_HLSL_4_1) SamplerState LinearSampler { Filter = MIN_MAG_LINEAR_MIP_POINT; AddressU = Clamp; AddressV = Clamp; }; SamplerState PointSampler { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; AddressV = Clamp; }; #define SMAATexture2D(tex) Texture2D tex #define SMAATexturePass2D(tex) tex #define SMAASampleLevelZero(tex, coord) tex.SampleLevel(LinearSampler, coord, 0) #define SMAASampleLevelZeroPoint(tex, coord) tex.SampleLevel(PointSampler, coord, 0) #define SMAASampleLevelZeroOffset(tex, coord, offset) tex.SampleLevel(LinearSampler, coord, 0, offset) #define SMAASample(tex, coord) tex.Sample(LinearSampler, coord) #define SMAASamplePoint(tex, coord) tex.Sample(PointSampler, coord) #define SMAASampleOffset(tex, coord, offset) tex.Sample(LinearSampler, coord, offset) #define SMAA_FLATTEN [flatten] #define SMAA_BRANCH [branch] #define SMAATexture2DMS2(tex) Texture2DMS tex #define SMAALoad(tex, pos, sample) tex.Load(pos, sample) #if defined(SMAA_HLSL_4_1) #define SMAAGather(tex, coord) tex.Gather(LinearSampler, coord, 0) #endif #endif #if defined(SMAA_GLSL_3) || defined(SMAA_GLSL_4) #define SMAATexture2D(tex) sampler2D tex #define SMAATexturePass2D(tex) tex #define SMAASampleLevelZero(tex, coord) textureLod(tex, coord, 0.0) #define SMAASampleLevelZeroPoint(tex, coord) textureLod(tex, coord, 0.0) #define SMAASampleLevelZeroOffset(tex, coord, offset) textureLodOffset(tex, coord, 0.0, offset) #define SMAASample(tex, coord) texture(tex, coord) #define SMAASamplePoint(tex, coord) texture(tex, coord) #define SMAASampleOffset(tex, coord, offset) texture(tex, coord, offset) #define SMAA_FLATTEN #define SMAA_BRANCH #define lerp(a, b, t) mix(a, b, t) #define saturate(a) clamp(a, 0.0, 1.0) #if defined(SMAA_GLSL_4) #define mad(a, b, c) fma(a, b, c) #define SMAAGather(tex, coord) textureGather(tex, coord) #else #define mad(a, b, c) (a * b + c) #endif #define float2 vec2 #define float3 vec3 #define float4 vec4 #define int2 ivec2 #define int3 ivec3 #define int4 ivec4 #define bool2 bvec2 #define bool3 bvec3 #define bool4 bvec4 #endif #define SMAA_GLSL_4 #define SMAA_PRESET_MEDIUM //#include "SMAA.h" #define SMAA_RT_METRICS vec4(1.0 / 1280.0, 1.0 / 720.0, 1280.0, 720.0) #if !defined(SMAA_HLSL_3) && !defined(SMAA_HLSL_4) && !defined(SMAA_HLSL_4_1) && !defined(SMAA_GLSL_3) && !defined(SMAA_GLSL_4) && !defined(SMAA_CUSTOM_SL) #error you must define the shading language: SMAA_HLSL_*, SMAA_GLSL_* or SMAA_CUSTOM_SL #endif /** * Gathers current pixel, and the top-left neighbors. */ vec3 SMAAGatherNeighbours(vec2 coord, vec4 offset[3], sampler2D tex) { float P = texture(tex, coord).r; float Pleft = texture(tex, offset[0].xy).r; float Ptop = texture(tex, offset[0].zw).r; return vec3(P, Pleft, Ptop); } /** * Adjusts the threshold by means of predication. */ vec3 SMAACalculatePredicatedThreshold(vec2 coord, vec4 offset[3], sampler2D predicationTex) { vec3 neighbours = SMAAGatherNeighbours(coord, offset, predicationTex); vec2 delta = abs(neighbours.xx - neighbours.yz); vec2 edges = step(SMAA_PREDICATION_THRESHOLD, delta); return SMAA_PREDICATION_SCALE * SMAA_THRESHOLD * (1.0 - SMAA_PREDICATION_STRENGTH * edges); } /** * Conditional move: */ void SMAAMovc(bvec2 cond, inout vec2 variable, vec2 value) { if (cond.x) variable.x = value.x; if (cond.y) variable.y = value.y; } void SMAAMovc(bvec4 cond, inout vec4 variable, vec4 value) { SMAAMovc(cond.xy, variable.xy, value.xy); SMAAMovc(cond.zw, variable.zw, value.zw); } #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { FragColor = vec4(texture(Source, vTexCoord).rgb, 1.0); }