godot/servers/rendering/renderer_rd/shaders/effects/resolve_raster.glsl

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/* clang-format off */
#[vertex]
#version 450
#VERSION_DEFINES
layout(location = 0) out vec2 uv_interp;
/* clang-format on */
void main() {
vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
}
/* clang-format off */
#[fragment]
#version 450
#VERSION_DEFINES
layout(location = 0) in vec2 uv_interp;
layout(set = 0, binding = 0) uniform sampler2DMS source_depth;
layout(push_constant, std430) uniform Params {
ivec2 pad;
int sample_count;
int pad2;
}
params;
layout (location = 0) out float out_depth;
void main() {
ivec2 pos = ivec2(gl_FragCoord.xy);
float depth_avg = 0.0;
for (int i = 0; i < params.sample_count; i++) {
depth_avg += texelFetch(source_depth, pos, i).r;
}
depth_avg /= float(params.sample_count);
out_depth = depth_avg;
}