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- #version 450 core
- #extension GL_ARB_shader_stencil_export : require
- layout (std140, binding = 0) uniform sample_counts_log2_in
- {
- ivec4 sample_counts_log2;
- };
- layout (set = 2, binding = 0) uniform isampler2D src;
- void main()
- {
- int deltaX = sample_counts_log2.x - sample_counts_log2.z;
- int deltaY = sample_counts_log2.y - sample_counts_log2.w;
- int samplesInXLog2 = sample_counts_log2.z;
- int samplesInYLog2 = sample_counts_log2.w;
- int samplesInX = 1 << samplesInXLog2;
- int samplesInY = 1 << samplesInYLog2;
- int sampleIndex = gl_SampleID;
- int inX = (int(gl_FragCoord.x) << sample_counts_log2.x) | ((sampleIndex & (samplesInX - 1)) << deltaX);
- int inY = (int(gl_FragCoord.y) << sample_counts_log2.y) | ((sampleIndex >> samplesInXLog2) << deltaY);
- gl_FragStencilRefARB = texelFetch(src, ivec2(inX, inY), 0).r;
- }
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