#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_PS 0 #include "SMAA.hlsl" layout(location = 0) in vec2 aPos; layout(location = 1) in vec2 aTexCoord; out vec2 vTexCoord; out vec2 vPixcoord; out vec4 vOffset[3]; void main() { gl_Position = vec4(aPos, 0.0, 1.0); vTexCoord = aTexCoord; SMAABlendingWeightCalculationVS(vTexCoord, vPixcoord, vOffset); }