| #version 310 es |
| #extension GL_QCOM_tile_shading : enable |
| |
| layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in; |
| layout (shading_rate_xQCOM = 2, shading_rate_yQCOM = 2, shading_rate_zQCOM = 1) in; |
| |
| layout (set=0, binding=0, tile_attachmentQCOM, rgba32f) uniform readonly highp image2D input0; |
| layout (set=0, binding=1, tile_attachmentQCOM, rgba32f) uniform readonly highp image2D color0; // attachment0 |
| layout (set=0, binding=2, tile_attachmentQCOM, rgba32i) uniform writeonly highp iimage2D color1; // attachment1 |
| |
| // depth/stencil attachments |
| layout (set=0, binding=3, tile_attachmentQCOM, rgba32f) uniform readonly highp image2D depth; |
| layout (set=0, binding=4, tile_attachmentQCOM, rgba32ui) uniform writeonly highp uimage2D stencil; |
| |
| void main () |
| { |
| uvec2 uoffset = clamp(gl_GlobalInvocationID.xy, gl_TileOffsetQCOM, gl_TileOffsetQCOM + gl_TileDimensionQCOM.xy - uvec2(1.1)); |
| ivec2 offset = ivec2(uoffset); |
| |
| // read from attachments |
| vec4 colorA = imageLoad( color0, offset ); |
| vec4 colorC = imageLoad( input0, offset ); |
| float d = imageLoad( depth, offset ).x; |
| uint s = uint(2); |
| |
| // compute output values |
| vec4 outColor = ( colorA + vec4(1.0f) + colorC ) * 0.33f; |
| float outDepth = d * 2.0f; |
| uint outStencil = s + uint(1); |
| |
| // write to attachments |
| imageStore( color1, offset, ivec4(outColor) ); |
| imageStore( stencil, offset, uvec4(outStencil) ); |
| } |