DepthDrawToNonMsFragmentShaderSource.frag
1 #version 450 core 2 3 layout (std140, binding = 0) uniform sample_counts_log2_in 4 { 5 ivec4 sample_counts_log2; 6 }; 7 8 layout (set = 2, binding = 0) uniform sampler2DMS srcMS; 9 10 void main() 11 { 12 uvec2 coords = uvec2(gl_FragCoord.xy); 13 14 int deltaX = sample_counts_log2.x - sample_counts_log2.z; 15 int deltaY = sample_counts_log2.y - sample_counts_log2.w; 16 int samplesInXLog2 = sample_counts_log2.z; 17 int samplesInYLog2 = sample_counts_log2.w; 18 int samplesInX = 1 << samplesInXLog2; 19 int samplesInY = 1 << samplesInYLog2; 20 int sampleIdx = ((int(coords.x) >> deltaX) & (samplesInX - 1)) | (((int(coords.y) >> deltaY) & (samplesInY - 1)) << samplesInXLog2); 21 22 samplesInXLog2 = sample_counts_log2.x; 23 samplesInYLog2 = sample_counts_log2.y; 24 25 ivec2 shiftedCoords = ivec2(int(coords.x) >> samplesInXLog2, int(coords.y) >> samplesInYLog2); 26 27 gl_FragDepth = texelFetch(srcMS, shiftedCoords, sampleIdx).r; 28 }