51 lines
1.6 KiB
GLSL
51 lines
1.6 KiB
GLSL
/**
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*
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* RenderPipeline
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*
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* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*
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*/
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#version 430
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#pragma include "render_pipeline_base.inc.glsl"
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#pragma include "smaa_wrapper.inc.glsl"
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#pragma include "includes/gbuffer.inc.glsl"
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uniform GBufferData GBuffer;
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uniform sampler2D ShadedScene;
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out vec4 result;
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void main() {
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vec2 texcoord = get_texcoord();
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// "Vertex shader"
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vec4 offset[3];
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SMAAEdgeDetectionVS(texcoord, offset);
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// Actual Fragment shader
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result = vec4(0);
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result.xy = SMAAColorEdgeDetectionPS(texcoord, offset, ShadedScene);
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result.w = 1.0;
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}
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