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renderdoc/renderdoc/data/glsl/deptharr2ms.frag
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GLSL

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2020-2024 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#if defined(GLES)
#extension GL_OES_sample_variables : require
#elif defined(OPENGL_CORE)
#extension GL_ARB_sample_shading : require
#endif
#include "glsl_globals.h"
#ifdef VULKAN
layout(binding = 0) uniform PRECISION sampler2DArray srcDepthArray;
layout(binding = 1) uniform PRECISION usampler2DArray srcStencilArray;
// binding = 2 used as an image in the colour copy compute shaders
layout(push_constant) uniform multisamplePush
{
int numMultiSamples;
int currentSample;
int currentSlice;
uint currentStencil;
}
mscopy;
#define numMultiSamples (mscopy.numMultiSamples)
#define currentSample (mscopy.currentSample)
#define currentSlice (mscopy.currentSlice)
#define currentStencil (mscopy.currentStencil)
#else
uniform PRECISION sampler2DArray srcDepthArray;
uniform PRECISION usampler2DArray srcStencilArray;
// binding = 2 used as an image in the colour copy compute shaders
uniform ivec4 mscopy;
#define numMultiSamples (mscopy.x)
#define currentSample (mscopy.y)
#define currentSlice (mscopy.z)
#define currentStencil (uint(mscopy.w))
#endif
void main()
{
ivec3 srcCoord =
ivec3(int(gl_FragCoord.x), int(gl_FragCoord.y), currentSlice * numMultiSamples + gl_SampleID);
if(currentStencil < 256u)
{
uint stencil = texelFetch(srcStencilArray, srcCoord, 0).x;
if(stencil != currentStencil)
discard;
}
gl_FragDepth = texelFetch(srcDepthArray, srcCoord, 0).x;
}