DepthDrawToNonMsFragmentShaderSource.frag 924 B

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  1. #version 450 core
  2. layout (std140, binding = 0) uniform sample_counts_log2_in
  3. {
  4. ivec4 sample_counts_log2;
  5. };
  6. layout (set = 2, binding = 0) uniform sampler2DMS srcMS;
  7. void main()
  8. {
  9. uvec2 coords = uvec2(gl_FragCoord.xy);
  10. int deltaX = sample_counts_log2.x - sample_counts_log2.z;
  11. int deltaY = sample_counts_log2.y - sample_counts_log2.w;
  12. int samplesInXLog2 = sample_counts_log2.z;
  13. int samplesInYLog2 = sample_counts_log2.w;
  14. int samplesInX = 1 << samplesInXLog2;
  15. int samplesInY = 1 << samplesInYLog2;
  16. int sampleIdx = ((int(coords.x) >> deltaX) & (samplesInX - 1)) | (((int(coords.y) >> deltaY) & (samplesInY - 1)) << samplesInXLog2);
  17. samplesInXLog2 = sample_counts_log2.x;
  18. samplesInYLog2 = sample_counts_log2.y;
  19. ivec2 shiftedCoords = ivec2(int(coords.x) >> samplesInXLog2, int(coords.y) >> samplesInYLog2);
  20. gl_FragDepth = texelFetch(srcMS, shiftedCoords, sampleIdx).r;
  21. }