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Fix parameters for rendering 3D depth images in texture zoos
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@@ -980,7 +980,7 @@ int4 main(float4 pos : SV_Position, uint samp : SV_SampleIndex) : SV_Target0
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// need to do each sample separately to let us vary the stencil value
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for(UINT sm = 0; sm < SampleCount; sm++)
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{
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Vec4i params(sl, mp);
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Vec4i params(tex3 ? 0 : sl, mp, 0, tex3 ? sl : 0);
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ctx->UpdateSubresource(mscb, 0, NULL, ¶ms, sizeof(params), sizeof(params));
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ctx->OMSetBlendState(NULL, NULL, 1 << sm);
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@@ -1053,7 +1053,7 @@ int4 main(float4 pos : SV_Position, uint samp : SV_SampleIndex) : SV_Target0
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cmd->SetPipelineState(pso);
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Vec4i params(sl, mp);
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Vec4i params(tex3d ? 0 : sl, mp, 0, tex3d ? sl : 0);
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cmd->SetGraphicsRoot32BitConstants(0, 4, ¶ms, 0);
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cmd->OMSetStencilRef(100 + (mp + sm) * 10);
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@@ -870,7 +870,7 @@ void main()
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glUniform1ui(glGetUniformLocation(p, "texWidth"), texWidth);
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glUniform1ui(glGetUniformLocation(p, "slice"), sl);
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glUniform1ui(glGetUniformLocation(p, "slice"), t.dim == 3 ? 0 : sl);
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glUniform1ui(glGetUniformLocation(p, "mip"), mp);
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glUniform1ui(glGetUniformLocation(p, "flags"), flags);
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glUniform1ui(glGetUniformLocation(p, "zlayer"), t.dim == 3 ? sl : 0);
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@@ -1318,7 +1318,7 @@ void main()
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe);
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Vec4i params(sl, mp);
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Vec4i params(tex3d ? 0 : sl, mp, 0, tex3d ? sl : 0);
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vkCmdPushConstants(cmd, layout, VK_SHADER_STAGE_ALL, 0, sizeof(params), ¶ms);
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vkCmdSetStencilReference(cmd, VK_STENCIL_FACE_FRONT_AND_BACK, 100 + (mp + sm) * 10);
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