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gamedata/shaders/d3d11/smaa_neighbour_blend.ps.hlsl
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gamedata/shaders/d3d11/smaa_neighbour_blend.ps.hlsl
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/*
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------------------------------------------------------------------
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SMAA neighbour blend 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_blendtex;
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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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float4 offset : 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 SMAANeighborhoodBlendingPS(I.tc0, I.offset, s_image, s_blendtex);
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}
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