Started work on MSAA with deferred rendering example
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data/shaders/deferredmultisampling/debug.frag
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55
data/shaders/deferredmultisampling/debug.frag
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2DMS samplerPosition;
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layout (binding = 2) uniform sampler2DMS samplerNormal;
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layout (binding = 3) uniform sampler2DMS samplerAlbedo;
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layout (location = 0) in vec3 inUV;
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layout (location = 0) out vec4 outFragColor;
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#define NUM_SAMPLES 8
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vec4 resolve(sampler2DMS tex, ivec2 uv)
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{
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vec4 result = vec4(0.0);
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int count = 0;
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for (int i = 0; i < NUM_SAMPLES; i++)
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{
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vec4 val = texelFetch(tex, uv, i);
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result += val;
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count++;
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}
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return result / float(NUM_SAMPLES);
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}
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void main()
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{
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ivec2 attDim = textureSize(samplerPosition);
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ivec2 UV = ivec2(inUV.st * attDim * 2.0);
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highp int index = 0;
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if (inUV.s > 0.5)
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{
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index = 1;
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UV.s -= attDim.x;
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}
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if (inUV.t > 0.5)
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{
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index = 2;
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UV.t -= attDim.y;
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}
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vec3 components[3];
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components[0] = resolve(samplerPosition, UV).rgb;
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components[1] = resolve(samplerNormal, UV).rgb;
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components[2] = resolve(samplerAlbedo, UV).rgb;
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// Uncomment to display specular component
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//components[2] = vec3(texture(samplerAlbedo, inUV.st).a);
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// Select component depending on UV
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outFragColor.rgb = components[index];
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}
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