#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; // tonemapped, gamma-encoded LDR — luma edge detection requires gamma-corrected colors in vec2 vTexCoord; in vec4 vOffset[3]; out vec4 fragColor; void main() { fragColor = vec4(SMAALumaEdgeDetectionPS(vTexCoord, vOffset, u_tex), 0.0, 1.0); }