#version 450 // SPDX-License-Identifier: Unlicense #pragma name SMAA_Pass1 //----------------------------------------------------------------------------- // Blending Weight Calculation Shader (Second Pass) #pragma parameter SMAA_THRESHOLD "SMAA Threshold" 0.05 0.01 0.5 0.01 #pragma parameter SMAA_MAX_SEARCH_STEPS "SMAA Max Search Steps" 32.0 4.0 112.0 1.0 #pragma parameter SMAA_MAX_SEARCH_STEPS_DIAG "SMAA Max Search Steps Diagonal" 16.0 4.0 20.0 1.0 #pragma parameter SMAA_CORNER_ROUNDING "SMAA Corner Rounding" 25.0 0.0 100.0 1.0 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float SMAA_THRESHOLD; float SMAA_MAX_SEARCH_STEPS; float SMAA_MAX_SEARCH_STEPS_DIAG; float SMAA_CORNER_ROUNDING; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #define SMAA_RT_METRICS vec4(params.SourceSize.z, params.SourceSize.w, params.SourceSize.x, params.SourceSize.y) #define SMAA_GLSL_4 float THRESHOLD = params.SMAA_THRESHOLD; float MAX_SEARCH_STEPS = params.SMAA_MAX_SEARCH_STEPS; float MAX_SEARCH_STEPS_DIAG = params.SMAA_MAX_SEARCH_STEPS_DIAG; float CORNER_ROUNDING = params.SMAA_CORNER_ROUNDING; #define SMAA_THRESHOLD THRESHOLD #define SMAA_MAX_SEARCH_STEPS MAX_SEARCH_STEPS #define SMAA_MAX_SEARCH_STEPS_DIAG MAX_SEARCH_STEPS_DIAG #define SMAA_CORNER_ROUNDING CORNER_ROUNDING #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; layout(location = 1) out vec2 pixcoord; layout(location = 2) out vec4 offset[3]; #define SMAA_INCLUDE_PS 0 #include "SMAA.hlsl" void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; SMAABlendingWeightCalculationVS(TexCoord, pixcoord, offset); } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 pixcoord; layout(location = 2) in vec4 offset[3]; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; layout(set = 0, binding = 3) uniform sampler2D areaTex; layout(set = 0, binding = 4) uniform sampler2D searchTex; #define SMAA_INCLUDE_VS 0 #include "SMAA.hlsl" void main() { vec4 subsampleIndices = vec4(0.0); FragColor = SMAABlendingWeightCalculationPS(vTexCoord, pixcoord, offset, Source, areaTex, searchTex, subsampleIndices); }