R"( vec4 texelFetch2DMS(in _MSAA_SAMPLER_TYPE_ tex, const in vec2 sample_count, const in ivec2 icoords, const in int index, const in ivec2 offset) { const vec2 resolve_coords = vec2(icoords + offset); const vec2 aa_coords = floor(resolve_coords / sample_count); // AA coords = real_coords / sample_count const vec2 sample_loc = fma(aa_coords, -sample_count, resolve_coords); // Sample ID = real_coords % sample_count const float sample_index = fma(sample_loc.y, sample_count.y, sample_loc.x); return texelFetch(tex, ivec2(aa_coords), int(sample_index)); } vec4 sampleTexture2DMS(in _MSAA_SAMPLER_TYPE_ tex, const in vec2 coords, const in int index) { const uint flags = TEX_FLAGS(index); const vec2 scaled_coords = COORD_SCALE2(index, coords); const vec2 normalized_coords = texture2DMSCoord(scaled_coords, flags); const vec2 sample_count = vec2(2., textureSamples(tex) * 0.5); const vec2 image_size = textureSize(tex) * sample_count; const ivec2 icoords = ivec2(normalized_coords * image_size); const vec4 sample0 = texelFetch2DMS(tex, sample_count, icoords, index, ivec2(0)); if (_get_bits(flags, FILTERED_MAG_BIT, 2) == 0) { return sample0; } // Bilinear scaling, with upto 2x2 downscaling with simple weights const vec2 uv_step = 1.0 / vec2(image_size); const vec2 actual_step = vec2(dFdx(normalized_coords.x), dFdy(normalized_coords.y)); const bvec2 no_filter = lessThan(abs(uv_step - actual_step), vec2(0.000001)); if (no_filter.x && no_filter.y) { return sample0; } vec4 a, b; float factor; const vec4 sample2 = texelFetch2DMS(tex, sample_count, icoords, index, ivec2(0, 1)); // Top left if (no_filter.x) { // No scaling, 1:1 a = sample0; b = sample2; } else { // Filter required, sample more data const vec4 sample1 = texelFetch2DMS(tex, sample_count, icoords, index, ivec2(1, 0)); // Bottom right const vec4 sample3 = texelFetch2DMS(tex, sample_count, icoords, index, ivec2(1, 1)); // Top right if (actual_step.x > uv_step.x) { // Downscale in X, centered const vec3 weights = compute2x2DownsampleWeights(normalized_coords.x, uv_step.x, actual_step.x); const vec4 sample4 = texelFetch2DMS(tex, sample_count, icoords, index, ivec2(2, 0)); // Further bottom right a = fma(sample0, weights.xxxx, sample1 * weights.y) + (sample4 * weights.z); // Weighted sum if (!no_filter.y) { const vec4 sample5 = texelFetch2DMS(tex, sample_count, icoords, index, ivec2(2, 1)); // Further top right b = fma(sample2, weights.xxxx, sample3 * weights.y) + (sample5 * weights.z); // Weighted sum } } else if (actual_step.x < uv_step.x) { // Upscale in X factor = fract(normalized_coords.x * image_size.x); a = mix(sample0, sample1, factor); b = mix(sample2, sample3, factor); } } if (no_filter.y) { // 1:1 no scale return a; } else if (actual_step.y > uv_step.y) { // Downscale in Y const vec3 weights = compute2x2DownsampleWeights(normalized_coords.y, uv_step.y, actual_step.y); // We only have 2 rows computed for performance reasons, so combine rows 1 and 2 return a * weights.x + b * (weights.y + weights.z); } else if (actual_step.y < uv_step.y) { // Upscale in Y factor = fract(normalized_coords.y * image_size.y); return mix(a, b, factor); } } )"