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76 lines
2.5 KiB
GLSL
76 lines
2.5 KiB
GLSL
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2020 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "glsl_globals.h"
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#ifdef VULKAN
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layout(binding = 0) uniform PRECISION sampler2DMSArray srcDepthMS;
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layout(binding = 1) uniform PRECISION usampler2DMSArray srcStencilMS;
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// binding = 2 used as an image in the colour copy compute shaders
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layout(push_constant) uniform multisamplePush
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{
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int numMultiSamples;
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int currentSample;
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int currentSlice;
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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 currentSample (mscopy.currentSample)
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#define currentSlice (mscopy.currentSlice)
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#define currentStencil (mscopy.currentStencil)
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#else
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uniform PRECISION sampler2DMSArray srcDepthMS;
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uniform PRECISION usampler2DMSArray srcStencilMS;
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// binding = 2 used as an image in the colour copy compute shaders
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uniform ivec4 mscopy;
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#define numMultiSamples (mscopy.x)
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#define currentSample (mscopy.y)
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#define currentSlice (mscopy.z)
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#define currentStencil (uint(mscopy.w))
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#endif
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void main()
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{
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ivec3 srcCoord = ivec3(int(gl_FragCoord.x), int(gl_FragCoord.y), currentSlice);
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if(currentStencil < 256u)
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{
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uint stencil = texelFetch(srcStencilMS, srcCoord, currentSample).x;
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if(stencil != currentStencil)
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discard;
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}
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gl_FragDepth = texelFetch(srcDepthMS, srcCoord, currentSample).x;
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}
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