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@@ -1,6 +1,7 @@
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#extension GL_ARB_texture_multisample : enable
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#extension GL_ARB_texture_multisample : enable
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uniform int m_NumSamples;
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uniform int m_NumSamples;
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uniform int m_NumSamplesDepth;
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uniform int m_NumSamplesDepth;
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+
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#ifdef RESOLVE_MS
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#ifdef RESOLVE_MS
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#define COLORTEXTURE sampler2DMS
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#define COLORTEXTURE sampler2DMS
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#else
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#else
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@@ -9,7 +10,6 @@ uniform int m_NumSamplesDepth;
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#ifdef RESOLVE_DEPTH_MS
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#ifdef RESOLVE_DEPTH_MS
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#define DEPTHTEXTURE sampler2DMS
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#define DEPTHTEXTURE sampler2DMS
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-
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#else
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#else
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#define DEPTHTEXTURE sampler2D
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#define DEPTHTEXTURE sampler2D
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#endif
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#endif
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@@ -17,10 +17,10 @@ uniform int m_NumSamplesDepth;
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vec4 textureFetch(in sampler2DMS tex,in vec2 texC, in int numSamples){
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vec4 textureFetch(in sampler2DMS tex,in vec2 texC, in int numSamples){
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ivec2 iTexC = ivec2(texC * textureSize(tex));
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ivec2 iTexC = ivec2(texC * textureSize(tex));
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vec4 color = vec4(0.0);
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vec4 color = vec4(0.0);
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- for (int i=0;i<numSamples;i++){
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+ for (int i = 0; i < numSamples; i++){
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color += texelFetch(tex, iTexC, i);
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color += texelFetch(tex, iTexC, i);
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}
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}
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- return color/numSamples;
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+ return color / numSamples;
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}
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}
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vec4 fetchTextureSample(in sampler2D tex,in vec2 texC,in int sample){
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vec4 fetchTextureSample(in sampler2D tex,in vec2 texC,in int sample){
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@@ -32,11 +32,11 @@ vec4 fetchTextureSample(in sampler2DMS tex,in vec2 texC,in int sample){
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return texelFetch(tex, iTexC, sample);
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return texelFetch(tex, iTexC, sample);
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}
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}
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-vec4 getColor(in sampler2D tex,in vec2 texC){
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+vec4 getColor(in sampler2D tex, in vec2 texC){
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return texture2D(tex,texC);
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return texture2D(tex,texC);
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}
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}
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-vec4 getColor(in sampler2DMS tex,in vec2 texC){
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+vec4 getColor(in sampler2DMS tex, in vec2 texC){
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return textureFetch(tex,texC,m_NumSamples);
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return textureFetch(tex,texC,m_NumSamples);
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}
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}
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