#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_edgetex); SMAATexture2D(s_areatex); SMAATexture2D(s_searchtex); // Struct struct p_smaa { float2 tc0 : TEXCOORD0; // Texture coordinates (for sampling maps) }; float4 main(p_smaa I) : COLOR { float2 pixcoord; float4 offset[3]; SMAABlendingWeightCalculationVS(I.tc0, pixcoord, offset); return SMAABlendingWeightCalculationPS(I.tc0, pixcoord, offset, s_edgetex, s_areatex, s_searchtex, 0.0f); };