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