#version 460 #extension GL_QCOM_tile_shading : enable precision highp int; precision highp float; layout (non_coherent_attachment_readQCOM) in; layout (set=0, binding=0, tile_attachmentQCOM, rgba32f) uniform highp image2D input0; layout (set=0, binding=1, tile_attachmentQCOM, rgba32f) uniform highp image2D color0; layout (set=0, binding=2, tile_attachmentQCOM, rgba32i) uniform highp iimage2D color1; // depth/stencil attachments layout (set=0, binding=3, tile_attachmentQCOM, rgba32f) uniform highp image2D depth; layout (set=0, binding=4, tile_attachmentQCOM, rgba32ui) uniform highp uimage2D stencil; layout (location=0) out vec4 fragColor; void main() { // integer coordinates of the center of tile. uvec2 o2 = uvec2(8, 4); o2 = o2 / uvec2(2); ivec2 offset = ivec2(gl_TileOffsetQCOM + (gl_TileDimensionQCOM/uvec3(2)).xy); // read from attachments vec4 colorA = imageLoad( color0, offset ); ivec4 icolorB = imageLoad( color1, offset ); vec4 colorB = vec4(icolorB); vec4 colorC = imageLoad( input0, offset ); float d = imageLoad( depth, offset ).x; uint s = imageLoad( stencil, offset ).x; // compute output value vec4 outColor = ( colorB + colorB + colorC + d + s ); // write to attachments imageStore( color0, offset, outColor ); imageStore( depth, offset, vec4(outColor) ); imageStore( stencil, offset, uvec4(outColor) ); // write to color attachment 0 via fragment output fragColor = outColor + vec4(1.0, 0.0, 0.0, 1.0); }