#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_edgesTex; uniform mediump sampler2D u_areaTex; uniform mediump sampler2D u_searchTex; in vec2 vTexCoord; in vec2 vPixcoord; in vec4 vOffset[3]; out vec4 fragColor; void main() { fragColor = SMAABlendingWeightCalculationPS(vTexCoord, vPixcoord, vOffset, u_edgesTex, u_areaTex, u_searchTex, vec4(0.0)); }