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- #include "$ENGINE$\PPBase.bslinc"
- technique MSAACoverageStencil
- {
- mixin PPBase;
- stencil
- {
- enabled = true;
- reference = 0x80;
- front = { replace, replace, replace, always };
- writemask = 0x80;
- };
-
- code
- {
- Texture2D gMSAACoverage;
-
- float fsmain(VStoFS input) : SV_Target0
- {
- int2 pixelPos = (int2)input.uv0.xy;
- float coverage = gMSAACoverage.Load(int3(pixelPos, 0));
-
- // Note: Consider checking 2x2 pixel block and only discard if none require per-sample
- // evaluation. This should speed up HiStencil.
- if(coverage < 0.5f)
- discard;
-
- return 0.0f;
- }
- };
- };
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