Ryujinx-uplift/Ryujinx.Graphics.Vulkan/Shaders/ColorDrawToMsFragmentShaderSource.frag

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GLSL
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#version 450 core
layout (std140, binding = 0) uniform sample_counts_log2_in
{
ivec4 sample_counts_log2;
};
layout (set = 2, binding = 0) uniform usampler2D src;
layout (location = 0) out uvec4 colour;
void main()
{
int deltaX = sample_counts_log2.x - sample_counts_log2.z;
int deltaY = sample_counts_log2.y - sample_counts_log2.w;
int samplesInXLog2 = sample_counts_log2.z;
int samplesInYLog2 = sample_counts_log2.w;
int samplesInX = 1 << samplesInXLog2;
int samplesInY = 1 << samplesInYLog2;
int sampleIndex = gl_SampleID;
int inX = (int(gl_FragCoord.x) << sample_counts_log2.x) | ((sampleIndex & (samplesInX - 1)) << deltaX);
int inY = (int(gl_FragCoord.y) << sample_counts_log2.y) | ((sampleIndex >> samplesInXLog2) << deltaY);
colour = texelFetch(src, ivec2(inX, inY), 0);
}