/* =========================================================================== Copyright (C) 2023 Gian 'myT' Schellenbaum This file is part of Challenge Quake 3 (CNQ3). Challenge Quake 3 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Challenge Quake 3 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Challenge Quake 3. If not, see . =========================================================================== */ // SMAA pass #3: neighborhood blending cbuffer RootConstants { float4 rtMetrics; }; #include "smaa.hlsli" struct VOut { float4 position : SV_Position; float2 texCoords : TEXCOORD0; float4 offsets : TEXCOORD1; }; #if SMAA_INCLUDE_VS VOut vs(uint id : SV_VertexID) { VOut output; output.position.x = (float)(id / 2) * 4.0 - 1.0; output.position.y = (float)(id % 2) * 4.0 - 1.0; output.position.z = 0.0; output.position.w = 1.0; output.texCoords.x = (float)(id / 2) * 2.0; output.texCoords.y = 1.0 - (float)(id % 2) * 2.0; SMAANeighborhoodBlendingVS(output.texCoords, output.offsets); return output; } #endif #if SMAA_INCLUDE_PS Texture2D inputTex : register(t0); Texture2D blendTex : register(t4); float4 ps(VOut input) : SV_Target { return SMAANeighborhoodBlendingPS(input.texCoords, input.offsets, inputTex, blendTex); } #endif