#include "common.hlsli" #define SMAA_HLSL_3 uniform float4 screen_res; #define SMAA_RT_METRICS screen_res.zwxy #define SMAA_PRESET_ULTRA #include "smaa.hlsli" SMAATexture2D(s_blendtex); struct p_smaa { float2 tc0 : TEXCOORD0; // Texture coordinates (for sampling maps) }; float4 main(p_smaa I) : COLOR { float4 offset; SMAANeighborhoodBlendingVS(I.tc0, offset); return SMAANeighborhoodBlendingPS(I.tc0, offset, s_image, s_blendtex); }