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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_image_multisample_resolve_frag.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_multisample_resolve_frag.glsl144
1 files changed, 72 insertions, 72 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_image_multisample_resolve_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_multisample_resolve_frag.glsl
index f763b491b59..ca425374a1b 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_multisample_resolve_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_multisample_resolve_frag.glsl
@@ -5,115 +5,115 @@ uniform sampler2DMS colorMulti;
out vec4 fragColor;
#if SAMPLES > 16
-#error "Too many samples"
+# error "Too many samples"
#endif
void main()
{
- ivec2 texel = ivec2(gl_FragCoord.xy);
+ ivec2 texel = ivec2(gl_FragCoord.xy);
- bvec4 b1, b2, b3, b4;
- vec4 w1, w2, w3, w4;
- vec4 d1, d2, d3, d4;
- vec4 c1, c2, c3, c4, c5, c6, c7, c8;
- vec4 c9, c10, c11, c12, c13, c14, c15, c16;
- d1 = d2 = d3 = d4 = vec4(0.5);
- w1 = w2 = w3 = w4 = vec4(0.0);
- c1 = c2 = c3 = c4 = c5 = c6 = c7 = c8 = vec4(0.0);
- c9 = c10 = c11 = c12 = c13 = c14 = c15 = c16 = vec4(0.0);
+ bvec4 b1, b2, b3, b4;
+ vec4 w1, w2, w3, w4;
+ vec4 d1, d2, d3, d4;
+ vec4 c1, c2, c3, c4, c5, c6, c7, c8;
+ vec4 c9, c10, c11, c12, c13, c14, c15, c16;
+ d1 = d2 = d3 = d4 = vec4(0.5);
+ w1 = w2 = w3 = w4 = vec4(0.0);
+ c1 = c2 = c3 = c4 = c5 = c6 = c7 = c8 = vec4(0.0);
+ c9 = c10 = c11 = c12 = c13 = c14 = c15 = c16 = vec4(0.0);
#ifdef USE_DEPTH
- /* Depth */
- d1.x = texelFetch(depthMulti, texel, 0).r;
- d1.y = texelFetch(depthMulti, texel, 1).r;
+ /* Depth */
+ d1.x = texelFetch(depthMulti, texel, 0).r;
+ d1.y = texelFetch(depthMulti, texel, 1).r;
# if SAMPLES > 2
- d1.z = texelFetch(depthMulti, texel, 2).r;
- d1.w = texelFetch(depthMulti, texel, 3).r;
+ d1.z = texelFetch(depthMulti, texel, 2).r;
+ d1.w = texelFetch(depthMulti, texel, 3).r;
# endif
# if SAMPLES > 4
- d2.x = texelFetch(depthMulti, texel, 4).r;
- d2.y = texelFetch(depthMulti, texel, 5).r;
- d2.z = texelFetch(depthMulti, texel, 6).r;
- d2.w = texelFetch(depthMulti, texel, 7).r;
+ d2.x = texelFetch(depthMulti, texel, 4).r;
+ d2.y = texelFetch(depthMulti, texel, 5).r;
+ d2.z = texelFetch(depthMulti, texel, 6).r;
+ d2.w = texelFetch(depthMulti, texel, 7).r;
# endif
# if SAMPLES > 8
- d3.x = texelFetch(depthMulti, texel, 8).r;
- d3.y = texelFetch(depthMulti, texel, 9).r;
- d3.z = texelFetch(depthMulti, texel, 10).r;
- d3.w = texelFetch(depthMulti, texel, 11).r;
- d4.x = texelFetch(depthMulti, texel, 12).r;
- d4.y = texelFetch(depthMulti, texel, 13).r;
- d4.z = texelFetch(depthMulti, texel, 14).r;
- d4.w = texelFetch(depthMulti, texel, 15).r;
+ d3.x = texelFetch(depthMulti, texel, 8).r;
+ d3.y = texelFetch(depthMulti, texel, 9).r;
+ d3.z = texelFetch(depthMulti, texel, 10).r;
+ d3.w = texelFetch(depthMulti, texel, 11).r;
+ d4.x = texelFetch(depthMulti, texel, 12).r;
+ d4.y = texelFetch(depthMulti, texel, 13).r;
+ d4.z = texelFetch(depthMulti, texel, 14).r;
+ d4.w = texelFetch(depthMulti, texel, 15).r;
# endif
#endif
- /* COLOR */
- b1 = notEqual(d1, vec4(1.0));
- if (any(b1)) {
- c1 = texelFetch(colorMulti, texel, 0);
- c2 = texelFetch(colorMulti, texel, 1);
+ /* COLOR */
+ b1 = notEqual(d1, vec4(1.0));
+ if (any(b1)) {
+ c1 = texelFetch(colorMulti, texel, 0);
+ c2 = texelFetch(colorMulti, texel, 1);
#if SAMPLES > 2
- c3 = texelFetch(colorMulti, texel, 2);
- c4 = texelFetch(colorMulti, texel, 3);
+ c3 = texelFetch(colorMulti, texel, 2);
+ c4 = texelFetch(colorMulti, texel, 3);
#endif
- w1 = vec4(b1);
- }
+ w1 = vec4(b1);
+ }
#if SAMPLES > 4
- b2 = notEqual(d2, vec4(1.0));
- if (any(b2)) {
- c5 = texelFetch(colorMulti, texel, 4);
- c6 = texelFetch(colorMulti, texel, 5);
- c7 = texelFetch(colorMulti, texel, 6);
- c8 = texelFetch(colorMulti, texel, 7);
- w2 = vec4(b2);
- }
+ b2 = notEqual(d2, vec4(1.0));
+ if (any(b2)) {
+ c5 = texelFetch(colorMulti, texel, 4);
+ c6 = texelFetch(colorMulti, texel, 5);
+ c7 = texelFetch(colorMulti, texel, 6);
+ c8 = texelFetch(colorMulti, texel, 7);
+ w2 = vec4(b2);
+ }
#endif
#if SAMPLES > 8
- b3 = notEqual(d3, vec4(1.0));
- if (any(b3)) {
- c9 = texelFetch(colorMulti, texel, 8);
- c10 = texelFetch(colorMulti, texel, 9);
- c11 = texelFetch(colorMulti, texel, 10);
- c12 = texelFetch(colorMulti, texel, 11);
- w3 = vec4(b3);
- }
- b4 = notEqual(d4, vec4(1.0));
- if (any(b4)) {
- c13 = texelFetch(colorMulti, texel, 12);
- c14 = texelFetch(colorMulti, texel, 13);
- c15 = texelFetch(colorMulti, texel, 14);
- c16 = texelFetch(colorMulti, texel, 15);
- w4 = vec4(b4);
- }
+ b3 = notEqual(d3, vec4(1.0));
+ if (any(b3)) {
+ c9 = texelFetch(colorMulti, texel, 8);
+ c10 = texelFetch(colorMulti, texel, 9);
+ c11 = texelFetch(colorMulti, texel, 10);
+ c12 = texelFetch(colorMulti, texel, 11);
+ w3 = vec4(b3);
+ }
+ b4 = notEqual(d4, vec4(1.0));
+ if (any(b4)) {
+ c13 = texelFetch(colorMulti, texel, 12);
+ c14 = texelFetch(colorMulti, texel, 13);
+ c15 = texelFetch(colorMulti, texel, 14);
+ c16 = texelFetch(colorMulti, texel, 15);
+ w4 = vec4(b4);
+ }
#endif
#ifdef USE_DEPTH
# if SAMPLES > 8
- d1 = min(d1, min(d3, d4));
+ d1 = min(d1, min(d3, d4));
# endif
# if SAMPLES > 4
- d1 = min(d1, d2);
- d1 = min(d1, d2);
+ d1 = min(d1, d2);
+ d1 = min(d1, d2);
# endif
# if SAMPLES > 2
- d1.xy = min(d1.xy, d1.zw);
+ d1.xy = min(d1.xy, d1.zw);
# endif
- gl_FragDepth = min(d1.x, d1.y);
+ gl_FragDepth = min(d1.x, d1.y);
#endif
- c1 = c1 + c2;
+ c1 = c1 + c2;
#if SAMPLES > 2
- c1 += c3 + c4;
+ c1 += c3 + c4;
#endif
#if SAMPLES > 4
- c1 += c5 + c6 + c7 + c8;
+ c1 += c5 + c6 + c7 + c8;
#endif
#if SAMPLES > 8
- c1 += c9 + c10 + c11 + c12 + c13 + c14 + c15 + c16;
+ c1 += c9 + c10 + c11 + c12 + c13 + c14 + c15 + c16;
#endif
- const float inv_samples = 1.0 / float(SAMPLES);
+ const float inv_samples = 1.0 / float(SAMPLES);
- fragColor = c1 * inv_samples;
+ fragColor = c1 * inv_samples;
}