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-rw-r--r--src/video_core/host_shaders/smaa_edge_detection.vert40
1 files changed, 40 insertions, 0 deletions
diff --git a/src/video_core/host_shaders/smaa_edge_detection.vert b/src/video_core/host_shaders/smaa_edge_detection.vert
new file mode 100644
index 000000000..634a7bbb8
--- /dev/null
+++ b/src/video_core/host_shaders/smaa_edge_detection.vert
@@ -0,0 +1,40 @@
+// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#version 460
+
+#extension GL_GOOGLE_include_directive : enable
+
+#ifdef VULKAN
+#define VERTEX_ID gl_VertexIndex
+#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
+#define VERTEX_ID gl_VertexID
+#endif
+
+out gl_PerVertex {
+ vec4 gl_Position;
+};
+
+const vec2 vertices[3] =
+ vec2[3](vec2(-1,-1), vec2(3,-1), vec2(-1, 3));
+
+layout (binding = 0) uniform sampler2D input_tex;
+
+layout (location = 0) out vec2 tex_coord;
+layout (location = 1) out vec4 offset[3];
+
+vec4 metrics = vec4(1.0 / textureSize(input_tex, 0), textureSize(input_tex, 0));
+#define SMAA_RT_METRICS metrics
+#define SMAA_GLSL_4
+#define SMAA_PRESET_ULTRA
+#define SMAA_INCLUDE_VS 1
+#define SMAA_INCLUDE_PS 0
+
+#include "opengl_smaa.glsl"
+
+void main() {
+ vec2 vertex = vertices[VERTEX_ID];
+ gl_Position = vec4(vertex, 0.0, 1.0);
+ tex_coord = (vertex + 1.0) / 2.0;
+ SMAAEdgeDetectionVS(tex_coord, offset);
+}