// Copyright Epic Games, Inc. All Rights Reserved. #include "SMAACommon.ush" struct FSMAABlendingWeightCalculationVertexOutput { noperspective float2 UV : TEXCOORD0; float4 Offset[3] : TEXCOORD1; float2 Pixcoord : TEXCOORD4; float4 Position : SV_POSITION; }; Texture2D AreaTex; Texture2D SearchTex; /*----------------------------------------------------------------------------- vertex shader -----------------------------------------------------------------------------*/ #ifdef MainVS void MainVS( float2 InPosition : ATTRIBUTE0, float2 InUV : ATTRIBUTE1, out FSMAABlendingWeightCalculationVertexOutput Output ) { DrawRectangle( float4( InPosition, 0, 1 ), InUV, Output.Position, Output.UV); SMAABlendingWeightCalculationVS(Output.UV, Output.Pixcoord, Output.Offset); } #endif // MainVS /*----------------------------------------------------------------------------- pixel shader -----------------------------------------------------------------------------*/ #ifdef MainPS void MainPS( FSMAABlendingWeightCalculationVertexOutput Input, out float4 OutColor : SV_Target0) { OutColor = SMAABlendingWeightCalculationPS(Input.UV, Input.Pixcoord, Input.Offset, Input_Texture, AreaTex, SearchTex, 0); } #endif // MainPS