StencilDrawToNonMsFragmentShaderSource.frag 984 B

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  1. #version 450 core
  2. #extension GL_ARB_shader_stencil_export : require
  3. layout (std140, binding = 0) uniform sample_counts_log2_in
  4. {
  5. ivec4 sample_counts_log2;
  6. };
  7. layout (set = 2, binding = 0) uniform isampler2DMS srcMS;
  8. void main()
  9. {
  10. uvec2 coords = uvec2(gl_FragCoord.xy);
  11. int deltaX = sample_counts_log2.x - sample_counts_log2.z;
  12. int deltaY = sample_counts_log2.y - sample_counts_log2.w;
  13. int samplesInXLog2 = sample_counts_log2.z;
  14. int samplesInYLog2 = sample_counts_log2.w;
  15. int samplesInX = 1 << samplesInXLog2;
  16. int samplesInY = 1 << samplesInYLog2;
  17. int sampleIdx = ((int(coords.x) >> deltaX) & (samplesInX - 1)) | (((int(coords.y) >> deltaY) & (samplesInY - 1)) << samplesInXLog2);
  18. samplesInXLog2 = sample_counts_log2.x;
  19. samplesInYLog2 = sample_counts_log2.y;
  20. ivec2 shiftedCoords = ivec2(int(coords.x) >> samplesInXLog2, int(coords.y) >> samplesInYLog2);
  21. gl_FragStencilRefARB = texelFetch(srcMS, shiftedCoords, sampleIdx).r;
  22. }