#version 300 es precision highp float; uniform vec4 u_rtMetrics; #define SMAA_RT_METRICS u_rtMetrics #define SMAA_GLSL_3 1 #define SMAA_PRESET_HIGH 1 #define SMAA_INCLUDE_VS 0 #include "SMAA.hlsl" uniform mediump sampler2D u_tex; uniform mediump sampler2D u_blendTex; in vec2 vTexCoord; in vec4 vOffset; out vec4 fragColor; void main() { fragColor = SMAANeighborhoodBlendingPS(vTexCoord, vOffset, u_tex, u_blendTex); }