veloren/assets/voxygen/shaders/antialias/msaa-x16.glsl

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vec4 aa_apply(
texture2D tex, sampler smplr,
texture2D depth_tex, sampler depth_smplr,
vec2 fragCoord,
vec2 resolution
) {
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ivec2 texel_coord = ivec2(fragCoord.x, fragCoord.y);
vec4 sample1 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 0);
vec4 sample2 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 1);
vec4 sample3 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 2);
vec4 sample4 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 3);
vec4 sample5 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 4);
vec4 sample6 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 5);
vec4 sample7 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 6);
vec4 sample8 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 7);
vec4 sample9 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 8);
vec4 sample10 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 9);
vec4 sample11 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 10);
vec4 sample12 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 11);
vec4 sample13 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 12);
vec4 sample14 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 13);
vec4 sample15 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 14);
vec4 sample16 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 15);
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// Average Samples
vec4 msaa_color = (
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sample1 + sample2 + sample3 + sample4 + sample5 + sample6 + sample7 + sample8 +
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sample9 + sample10 + sample11 + sample12 + sample13 + sample14 + sample15 + sample16
) / 16.0;
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return msaa_color;
}