8 .local_group_size(16, 16)
10 .define(
"SMAA_RT_METRICS",
11 "vec4(1.0 / vec2(textureSize(input_tx, 0)), vec2(textureSize(input_tx, 0)))")
12 .define(
"SMAA_LUMA_WEIGHT",
"vec4(luminance_coefficients, 0.0)")
13 .define(
"SMAA_THRESHOLD",
"smaa_threshold")
14 .define(
"SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR",
"smaa_local_contrast_adaptation_factor")
15 .push_constant(Type::VEC3,
"luminance_coefficients")
16 .push_constant(Type::FLOAT,
"smaa_threshold")
17 .push_constant(Type::FLOAT,
"smaa_local_contrast_adaptation_factor")
18 .sampler(0, ImageType::FLOAT_2D,
"input_tx")
19 .image(0,
GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D,
"edges_img")
20 .compute_source(
"compositor_smaa_edge_detection.glsl")
21 .do_static_compilation(
true);
24 .local_group_size(16, 16)
25 .define(
"SMAA_GLSL_3")
26 .define(
"SMAA_RT_METRICS",
27 "vec4(1.0 / vec2(textureSize(edges_tx, 0)), vec2(textureSize(edges_tx, 0)))")
28 .define(
"SMAA_CORNER_ROUNDING",
"smaa_corner_rounding")
29 .push_constant(Type::INT,
"smaa_corner_rounding")
30 .sampler(0, ImageType::FLOAT_2D,
"edges_tx")
31 .sampler(1, ImageType::FLOAT_2D,
"area_tx")
32 .sampler(2, ImageType::FLOAT_2D,
"search_tx")
33 .image(0,
GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D,
"weights_img")
34 .compute_source(
"compositor_smaa_blending_weight_calculation.glsl")
35 .do_static_compilation(
true);
38 .local_group_size(16, 16)
39 .define(
"SMAA_GLSL_3")
40 .define(
"SMAA_RT_METRICS",
41 "vec4(1.0 / vec2(textureSize(input_tx, 0)), vec2(textureSize(input_tx, 0)))")
42 .sampler(0, ImageType::FLOAT_2D,
"input_tx")
43 .sampler(1, ImageType::FLOAT_2D,
"weights_tx")
44 .compute_source(
"compositor_smaa_neighborhood_blending.glsl");
47 .additional_info(
"compositor_smaa_neighborhood_blending_shared")
48 .image(0,
GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D,
"output_img")
49 .do_static_compilation(
true);
52 .additional_info(
"compositor_smaa_neighborhood_blending_shared")
53 .image(0,
GPU_RG16F, Qualifier::WRITE, ImageType::FLOAT_2D,
"output_img")
54 .do_static_compilation(
true);
57 .additional_info(
"compositor_smaa_neighborhood_blending_shared")
58 .image(0,
GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D,
"output_img")
59 .do_static_compilation(
true);
#define GPU_SHADER_CREATE_INFO(_info)