object Form1: TForm1 Left = 0 Top = 0 Caption = 'Multisample Textures' ClientHeight = 419 ClientWidth = 569 Color = clBtnFace Font.Charset = DEFAULT_CHARSET Font.Color = clWindowText Font.Height = -11 Font.Name = 'Tahoma' Font.Style = [] OldCreateOrder = False OnCreate = FormCreate OnResize = FormResize PixelsPerInch = 96 TextHeight = 13 object MainViewer: TGLSceneViewer Left = 0 Top = 0 Width = 569 Height = 419 Camera = MainCamera BeforeRender = MainViewerBeforeRender Buffer.FogEnvironment.FogStart = 10.000000000000000000 Buffer.FogEnvironment.FogEnd = 100.000000000000000000 Buffer.BackgroundColor = clGray FieldOfView = 133.503829956054700000 Align = alClient TabOrder = 0 end object MainScene: TGLScene Left = 24 Top = 8 object MainCamera: TGLCamera DepthOfView = 1024.000000000000000000 FocalLength = 90.000000000000000000 NearPlaneBias = 0.001000000047497451 TargetObject = SceneObjects Position.Coordinates = {0000204100002041000020410000803F} object TestLight: TGLLightSource ConstAttenuation = 1.000000000000000000 SpotCutOff = 180.000000000000000000 end end object FBOContainer: TGLDummyCube CubeSize = 1.000000000000000000 object MultisampleFBO: TGLFBORenderer ColorTextureName = 'MultisampledColor' DepthTextureName = 'Depth' MaterialLibrary = MainMaterialLibrary ClearOptions = [coColorBufferClear, coDepthBufferClear, coUseBufferBackground] Camera = MainCamera RootObject = SceneObjects TargetVisibility = tvFBOOnly EnabledRenderBuffers = [] end end object SceneObjects: TGLDummyCube CubeSize = 1.000000000000000000 object GLSphere1: TGLSphere Material.FrontProperties.Diffuse.Color = {0000000000000000000000000000803F} Material.PolygonMode = pmLines Radius = 4.000000000000000000 end object GLTorus1: TGLTorus Material.FrontProperties.Diffuse.Color = {C6BF3F3FDCD8583FDCD8583F0000803F} Direction.Coordinates = {000000000000803F0000000000000000} Up.Coordinates = {030080A700000000000080BF00000000} MajorRadius = 3.000000000000000000 MinorRadius = 0.600000023841857900 Sides = 32 StopAngle = 360.000000000000000000 Parts = [toSides, toStartDisk, toStopDisk] end object GLTorus2: TGLTorus Material.FrontProperties.Diffuse.Color = {C6BF3F3FDCD8583FDCD8583F0000803F} MajorRadius = 3.000000000000000000 MinorRadius = 0.600000023841857900 Sides = 32 StopAngle = 360.000000000000000000 Parts = [toSides, toStartDisk, toStopDisk] end object GLCone1: TGLCone Material.FrontProperties.Diffuse.Color = {E4DB5B3FEBE0E03EE4DB5B3F0000803F} Direction.Coordinates = {000000000000803F0000000000000000} Position.Coordinates = {CDCC4C3E00000000CDCC4C3E0000803F} Up.Coordinates = {0000000000000000000080BF00000000} BottomRadius = 0.500000000000000000 Height = 5.000000000000000000 end object GLLines1: TGLLines AntiAliased = True LineColor.Color = {EBE0E03EE4DB5B3F9A93133F0000803F} LinePattern = 255 LineWidth = 5.000000000000000000 Nodes = < item X = 6.000000000000000000 end item Z = 6.000000000000000000 end item X = -6.000000000000000000 end item Z = -6.000000000000000000 end item X = 6.000000000000000000 end> Options = [] end end object GLScreenQuad: TGLHUDSprite Material.MaterialLibrary = MainMaterialLibrary Material.LibMaterialName = 'Result' Rotation = 0.000000000000000000 end object GLHUDText1: TGLHUDText BitmapFont = GLWindowsBitmapFont1 Rotation = 0.000000000000000000 end end object MainCadencer: TGLCadencer Scene = MainScene OnProgress = MainCadencerProgress Left = 192 Top = 8 end object MainMaterialLibrary: TGLMaterialLibrary Materials = < item Name = 'MultisampledColor' Tag = 0 Material.Texture.ImageClassName = 'TGLBlankImage' Material.Texture.Image.ColorFormat = 6408 Material.Texture.Disabled = False end item Name = 'Depth' Tag = 0 Material.Texture.ImageClassName = 'TGLBlankImage' Material.Texture.Image.ColorFormat = 6408 Material.Texture.TextureFormat = tfExtended Material.Texture.TextureFormatEx = tfDEPTH_COMPONENT32 Material.Texture.Disabled = False end item Name = 'Result' Tag = 0 Shader = GLSLShader1 end> Left = 104 Top = 8 end object GLSLShader1: TGLSLShader Enabled = False FragmentProgram.Code.Strings = ( '#version 150' '#define SamplesCount 4' '' 'in vec4 TexCoord;' 'out vec4 color;' 'uniform sampler2DMS TexUnit0;' 'uniform vec2 ViewerSize;' '' 'void main()' '{' #9'vec4 final = vec4(0.0, 0.0, 0.0, 0.0);' #9'int i;' #9'for (i=0; i Left = 24 Top = 64 end object GLWindowsBitmapFont1: TGLWindowsBitmapFont Font.Charset = DEFAULT_CHARSET Font.Color = clWhite Font.Height = -11 Font.Name = 'MS Sans Serif' Font.Style = [] Left = 104 Top = 64 end end