diff options
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.glsl | 124 |
1 files changed, 124 insertions, 0 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 new file mode 100644 index 00000000000..57362c88320 --- /dev/null +++ b/source/blender/gpu/shaders/gpu_shader_image_multisample_resolve_frag.glsl @@ -0,0 +1,124 @@ + +uniform sampler2DMS depthMulti; +uniform sampler2DMS colorMulti; + +out vec4 fragColor; + +#if SAMPLES > 16 +#error "Too many samples" +#endif + +// #define USE_DEPTH_WEIGHTING + +void main() +{ + 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(1.0); + 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); + + /* 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; +#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; +#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; +#endif + + /* 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); +#endif + 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); + } +#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); + } +#endif + +#if SAMPLES > 8 + d1 = min(d1, min(d3, d4)); +#endif +#if SAMPLES > 4 + d1 = min(d1, d2); +#endif +#if SAMPLES > 2 + d1.xy = min(d1.xy, d1.zw); +#endif + gl_FragDepth = min(d1.x, d1.y); + +#ifdef USE_DEPTH_WEIGHTING + c1 *= w1.x; c2 *= w1.y; c3 *= w1.z; c4 *= w1.w; + c5 *= w2.x; c6 *= w2.y; c7 *= w2.z; c8 *= w2.w; + c9 *= w3.x; c10 *= w3.y; c11 *= w3.z; c12 *= w3.w; + c13 *= w4.x; c14 *= w4.y; c15 *= w4.z; c16 *= w4.w; +#endif + + c1 = c1 + c2; +#if SAMPLES > 2 + c1 += c3 + c4; +#endif +#if SAMPLES > 4 + c1 += c5 + c6 + c7 + c8; +#endif +#if SAMPLES > 8 + c1 += c9 + c10 + c11 + c12 + c13 + c14 + c15 + c16; +#endif + + const float inv_samples = 1.0 / float(SAMPLES); + + fragColor = c1 * inv_samples; +} |