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gamedata/shaders/r2/smaa_bweight_calc.ps.hlsl
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gamedata/shaders/r2/smaa_bweight_calc.ps.hlsl
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#include "common.hlsli"
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#define SMAA_HLSL_3
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uniform float4 screen_res;
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#define SMAA_RT_METRICS screen_res.zwxy
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#define SMAA_PRESET_ULTRA
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#include "smaa.hlsli"
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SMAATexture2D(s_edgetex);
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SMAATexture2D(s_areatex);
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SMAATexture2D(s_searchtex);
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// Struct
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struct p_smaa
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{
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float2 tc0 : TEXCOORD0; // Texture coordinates (for sampling maps)
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};
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float4 main(p_smaa I) : COLOR
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{
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float2 pixcoord;
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float4 offset[3];
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SMAABlendingWeightCalculationVS(I.tc0, pixcoord, offset);
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return SMAABlendingWeightCalculationPS(I.tc0, pixcoord, offset, s_edgetex, s_areatex, s_searchtex, 0.0f);
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};
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