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gamedata/shaders/r2/smaa_edge_detect.ps.hlsl
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gamedata/shaders/r2/smaa_edge_detect.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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#define EDGE_DETECT_COLOR
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#include "smaa.hlsli"
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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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float4 offset[3];
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SMAAEdgeDetectionVS(I.tc0, offset);
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#if defined(EDGE_DETECT_COLOR)
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return float4(SMAAColorEdgeDetectionPS(I.tc0, offset, s_image), 0.0f, 0.0f);
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#else
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return float4(SMAALumaEdgeDetectionPS(I.tc0, offset, s_image), 0.0f, 0.0f);
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#endif
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}
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