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gamedata/shaders/d3d11/smaa_bweight_calc.ps.hlsl
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gamedata/shaders/d3d11/smaa_bweight_calc.ps.hlsl
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/*
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------------------------------------------------------------------
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SMAA weight calculation pass
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------------------------------------------------------------------
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References:
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https://github.com/iryoku/smaa
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------------------------------------------------------------------
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Back to the Roots
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*/
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#include "common.hlsli"
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#if defined(SM_5) || defined(SM_4_1)
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#define SMAA_HLSL_4_1
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#else
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#define SMAA_HLSL_4
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#endif
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uniform float4 scaled_screen_res;
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#define SMAA_RT_METRICS scaled_screen_res.zwxy
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#define SMAA_PRESET_ULTRA
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#include "smaa.hlsli"
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Texture2D s_edgetex;
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Texture2D s_areatex;
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Texture2D s_searchtex;
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// Struct
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struct p_smaa
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{
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float4 hpos : SV_POSITION;
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float2 tc0 : TEXCOORD0; // Texture coordinates (for sampling maps)
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float2 pixcoord : TEXCOORD1;
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float4 offset[3] : TEXCOORD2;
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};
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float4 main(p_smaa I) : SV_Target
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{
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return SMAABlendingWeightCalculationPS(I.tc0, I.pixcoord, I.offset, s_edgetex, s_areatex, s_searchtex, 0.0f);
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};
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