Use UBO in MLAA
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@ -1,4 +1,12 @@
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uniform vec2 PIXEL_SIZE;
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layout (std140) uniform MatrixesData
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{
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mat4 ViewMatrix;
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mat4 ProjectionMatrix;
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mat4 InverseViewMatrix;
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mat4 InverseProjectionMatrix;
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mat4 ShadowViewProjMatrixes[4];
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vec2 screen;
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};
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in vec2 Position;
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in vec2 Position;
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in vec2 Texcoord;
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in vec2 Texcoord;
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@ -12,6 +20,6 @@ void main() {
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// invy.y = 1.0 - invy.y;
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// invy.y = 1.0 - invy.y;
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uv = invy.st;
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uv = invy.st;
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offset[0] = invy.xyxy + PIXEL_SIZE.xyxy * vec4(-1.0, 0.0, 0.0, 1.0);
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offset[0] = invy.xyxy + screen.xyxy * vec4(-1.0, 0.0, 0.0, 1.0);
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offset[1] = invy.xyxy + PIXEL_SIZE.xyxy * vec4( 1.0, 0.0, 0.0, -1.0);
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offset[1] = invy.xyxy + screen.xyxy * vec4( 1.0, 0.0, 0.0, -1.0);
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}
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}
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