#version 450 #pragma name SMAA_Pass0 //----------------------------------------------------------------------------- // Edge Detection Shaders (First Pass) #pragma parameter SMAA_EDT "SMAA Edge Detection: Luma | Color" 0.0 0.0 1.0 1.0 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float SMAA_EDT; } 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 #define SMAA_INCLUDE_PS 0 #include "SMAA.hlsl" #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 vec4 offset[3]; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; SMAAEdgeDetectionVS(TexCoord, offset); } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec4 offset[3]; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; #include "SMAA.frag" void main() { if (params.SMAA_EDT == 0.0) { FragColor = vec4(SMAALumaEdgeDetectionPS(vTexCoord, offset, Source), 0.0, 0.0); } else if (params.SMAA_EDT <= 1.0) { FragColor = vec4(SMAAColorEdgeDetectionPS(vTexCoord, offset, Source), 0.0, 0.0); // Unavailable as we don't have access to a depth buffer (yet?) // } else if (params.SMAA_EDT <= 2.0) { // FragColor = vec4(SMAADepthEdgeDetectionPS(vTexCoord, offset, depthTex), 0.0, 0.0); } }