/* ------------------------------------------------------------------ SMAA neighbour blend pass ------------------------------------------------------------------ References: https://github.com/iryoku/smaa ------------------------------------------------------------------ Back to the Roots */ #include "common.hlsli" #if defined(SM_5) || defined(SM_4_1) #define SMAA_HLSL_4_1 #else #define SMAA_HLSL_4 #endif uniform float4 scaled_screen_res; #define SMAA_RT_METRICS scaled_screen_res.zwxy #define SMAA_PRESET_ULTRA #include "smaa.hlsli" Texture2D s_blendtex; struct p_smaa { float4 hpos : SV_POSITION; float2 tc0 : TEXCOORD0; // Texture coordinates (for sampling maps) float4 offset : TEXCOORD2; }; float4 main(p_smaa I) : SV_Target { return SMAANeighborhoodBlendingPS(I.tc0, I.offset, s_image, s_blendtex); }