slang-shaders/anti-aliasing/shaders/smaa/smaa-pass1.slang
Jonatas Esteves a4da0992bb New port of SMAA
Adds a new port of SMAA. This includes the original sources unmodified. The original does a great job of ensuring compatibility with any shader compiler, so no need to modify it.

- Add a runtime toggle to choose edge detection technique;
- Position independent, doesn't need to be the first shader in a chain anymore.
2021-09-02 02:40:09 -03:00

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#version 450
#pragma name SMAA_Pass1
//-----------------------------------------------------------------------------
// Blending Weight Calculation Shader (Second Pass)
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;
#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 vec2 pixcoord;
layout(location = 2) out vec4 offset[3];
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;
#include "SMAA.frag"
void main() {
vec4 subsampleIndices = vec4(0.0);
FragColor = SMAABlendingWeightCalculationPS(vTexCoord, pixcoord, offset, Source, areaTex, searchTex, subsampleIndices);
}