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30 lines
984 B
GLSL
30 lines
984 B
GLSL
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#version 450 core
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#extension GL_ARB_shader_stencil_export : require
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layout (std140, binding = 0) uniform sample_counts_log2_in
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{
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ivec4 sample_counts_log2;
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};
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layout (set = 2, binding = 0) uniform isampler2DMS srcMS;
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void main()
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{
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uvec2 coords = uvec2(gl_FragCoord.xy);
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int deltaX = sample_counts_log2.x - sample_counts_log2.z;
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int deltaY = sample_counts_log2.y - sample_counts_log2.w;
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int samplesInXLog2 = sample_counts_log2.z;
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int samplesInYLog2 = sample_counts_log2.w;
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int samplesInX = 1 << samplesInXLog2;
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int samplesInY = 1 << samplesInYLog2;
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int sampleIdx = ((int(coords.x) >> deltaX) & (samplesInX - 1)) | (((int(coords.y) >> deltaY) & (samplesInY - 1)) << samplesInXLog2);
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samplesInXLog2 = sample_counts_log2.x;
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samplesInYLog2 = sample_counts_log2.y;
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ivec2 shiftedCoords = ivec2(int(coords.x) >> samplesInXLog2, int(coords.y) >> samplesInYLog2);
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gl_FragStencilRefARB = texelFetch(srcMS, shiftedCoords, sampleIdx).r;
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}
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