tornavis/source/blender/gpu/shaders/gpu_shader_image_multisampl...

128 lines
3.0 KiB
GLSL

uniform sampler2DMS depthMulti;
uniform sampler2DMS colorMulti;
out vec4 fragColor;
#if SAMPLES > 16
#error "Too many samples"
#endif
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(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;
# 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
#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
#ifdef USE_DEPTH
d1 *= 1.0 - step(1.0, d1); /* make far plane depth = 0 */
# if SAMPLES > 8
d4 *= 1.0 - step(1.0, d4);
d3 *= 1.0 - step(1.0, d3);
d1 = max(d1, max(d3, d4));
# endif
# if SAMPLES > 4
d2 *= 1.0 - step(1.0, d2);
d1 = max(d1, d2);
d1 = max(d1, d2);
# endif
# if SAMPLES > 2
d1.xy = max(d1.xy, d1.zw);
# endif
gl_FragDepth = max(d1.x, d1.y);
/* Don't let the 0.0 farplane occlude other things */
if (gl_FragDepth == 0.0) {
gl_FragDepth = 1.0;
}
#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;
}