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Apply clang-format to embedded internal shader source
* It gets a couple of things less than ideal, mostly glsl block names being on the next line, but otherwise it's readable and stops mixed tabs/spaces which had snuck in without checks.
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@@ -25,7 +25,7 @@
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//#extension_nongles GL_ARB_compute_shader : require
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//#extension_gles GL_OES_texture_storage_multisample_2d_array : require
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layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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layout(binding = 0) uniform PRECISION usampler2DArray srcArray;
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// binding = 1 used as stencil read in the depth-stencil copy fragment shaders
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@@ -35,11 +35,12 @@ layout(rgba32ui, binding = 2) writeonly uniform PRECISION uimage2DMSArray dstMS;
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layout(push_constant) uniform multisamplePush
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{
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int numMultiSamples;
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int sampleOffset;
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int sliceOffset;
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uint currentStencil;
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} mscopy;
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int numMultiSamples;
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int sampleOffset;
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int sliceOffset;
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uint currentStencil;
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}
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mscopy;
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#define numMultiSamples (mscopy.numMultiSamples)
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#define sampleOffset (mscopy.sampleOffset)
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@@ -59,12 +60,13 @@ uniform ivec4 mscopy;
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void main()
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{
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ivec3 id = ivec3(gl_GlobalInvocationID);
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ivec3 id = ivec3(gl_GlobalInvocationID);
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int slice = sliceOffset + int(id.z / numMultiSamples);
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int sampleIdx = sampleOffset + int(id.z % numMultiSamples);
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int slice = sliceOffset + int(id.z / numMultiSamples);
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int sampleIdx = sampleOffset + int(id.z % numMultiSamples);
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uvec4 data = texelFetch(srcArray, ivec3(int(id.x), int(id.y), slice * numMultiSamples + sampleIdx), 0);
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uvec4 data =
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texelFetch(srcArray, ivec3(int(id.x), int(id.y), slice *numMultiSamples + sampleIdx), 0);
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imageStore(dstMS, ivec3(int(id.x), int(id.y), slice), sampleIdx, data);
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imageStore(dstMS, ivec3(int(id.x), int(id.y), slice), sampleIdx, data);
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}
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