rpcsx/rpcs3/Emu/RSX/Program/MSAA/StencilUnresolvePass.glsl

29 lines
701 B
GLSL

R"(
#version 420
#extension GL_ARB_separate_shader_objects: enable
#ifdef VULKAN
layout(set=0, binding=0) uniform usampler2D fs0;
layout(push_constant) uniform static_data
{
layout(offset=0) ivec2 sample_count;
layout(offset=8) int stencil_mask;
};
#else
layout(binding=31) uniform usampler2D fs0;
uniform ivec2 sample_count;
uniform int stencil_mask;
#endif
void main()
{
ivec2 pixel_coord = ivec2(gl_FragCoord.xy);
pixel_coord *= sample_count.xy;
pixel_coord.x += (gl_SampleID % sample_count.x);
pixel_coord.y += (gl_SampleID / sample_count.x);
uint frag_stencil = texelFetch(fs0, pixel_coord, 0).x;
if ((frag_stencil & uint(stencil_mask)) == 0) discard;
}
)"