StencilDrawToNonMsFragmentShaderSource.frag
1 #version 450 core 2 3 #extension GL_ARB_shader_stencil_export : require 4 5 layout (std140, binding = 0) uniform sample_counts_log2_in 6 { 7 ivec4 sample_counts_log2; 8 }; 9 10 layout (set = 2, binding = 0) uniform isampler2DMS srcMS; 11 12 void main() 13 { 14 uvec2 coords = uvec2(gl_FragCoord.xy); 15 16 int deltaX = sample_counts_log2.x - sample_counts_log2.z; 17 int deltaY = sample_counts_log2.y - sample_counts_log2.w; 18 int samplesInXLog2 = sample_counts_log2.z; 19 int samplesInYLog2 = sample_counts_log2.w; 20 int samplesInX = 1 << samplesInXLog2; 21 int samplesInY = 1 << samplesInYLog2; 22 int sampleIdx = ((int(coords.x) >> deltaX) & (samplesInX - 1)) | (((int(coords.y) >> deltaY) & (samplesInY - 1)) << samplesInXLog2); 23 24 samplesInXLog2 = sample_counts_log2.x; 25 samplesInYLog2 = sample_counts_log2.y; 26 27 ivec2 shiftedCoords = ivec2(int(coords.x) >> samplesInXLog2, int(coords.y) >> samplesInYLog2); 28 29 gl_FragStencilRefARB = texelFetch(srcMS, shiftedCoords, sampleIdx).r; 30 }