22 lines
486 B
HLSL
22 lines
486 B
HLSL
#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_blendtex);
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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;
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SMAANeighborhoodBlendingVS(I.tc0, offset);
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return SMAANeighborhoodBlendingPS(I.tc0, offset, s_image, s_blendtex);
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}
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