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comaps/shaders/GL/smaa_final.vsh.glsl
Konstantin Pastbin e3e4a1985a Organic Maps sources as of 02.04.2025 (fad26bbf22ac3da75e01e62aa01e5c8e11861005)
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2025-05-08 21:10:51 +07:00

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416 B
GLSL

// Implementation of Subpixel Morphological Antialiasing (SMAA) is based on https://github.com/iryoku/smaa
attribute vec2 a_pos;
attribute vec2 a_tcoord;
uniform vec4 u_framebufferMetrics;
varying vec2 v_colorTexCoords;
varying vec4 v_offset;
void main()
{
v_colorTexCoords = a_tcoord;
v_offset = u_framebufferMetrics.xyxy * vec4(1.0, 0.0, 0.0, 1.0) + a_tcoord.xyxy;
gl_Position = vec4(a_pos, 0.0, 1.0);
}