Disable multisampled textures, glTexImage2DMultisample (#447)
Steven used multisampled textures from the beginning, but this caused incompatibilities: https://github.com/Thinkofname/steven/issues/74. Subsequently fixed by increasing the number of samples, but increasing it beyond the limit caused more incompatibilities, so it was clamped to the maximum samples reported as supported by the system. Fast-forward to now, as part of adding WebGL support (#446), the use of multisampled textures via the glTexImage2DMultisample() call is unsupported on this platform. Replace the following: * glTexImage2DMultisample -> glTexImage2D * TEXTURE_2D_MULTISAMPLE -> TEXTURE_2D * sampler2DMS -> sampler2D This disables the custom multisampling anti-aliasing algorithm (MSAA) implemented in the chunk fragment shader, increasing compatibility: * Update to glow release, remove image_2d_sample() MSAA may be added back at a later date using multisampled renderbuffers instead, see #442.
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@ -790,8 +790,9 @@ dependencies = [
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[[package]]
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[[package]]
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name = "glow"
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name = "glow"
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version = "0.6.1"
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version = "0.7.1"
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source = "git+https://github.com/iceiix/glow?rev=b354346dee69ff0ca7ccef67f7580dfbb697423b#b354346dee69ff0ca7ccef67f7580dfbb697423b"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "3eac04632dc8c047fb70d658f8479583e1bb084859f67a150227769a10fc161f"
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dependencies = [
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dependencies = [
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"js-sys",
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"js-sys",
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"slotmap",
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"slotmap",
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@ -21,7 +21,7 @@ opt-level = 1
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cfg-if = "1.0.0"
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cfg-if = "1.0.0"
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wasm-bindgen = "0.2.69"
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wasm-bindgen = "0.2.69"
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winit = { version = "0.24.0", features = [ "web-sys" ]}
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winit = { version = "0.24.0", features = [ "web-sys" ]}
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glow = { git = "https://github.com/iceiix/glow", rev = "b354346dee69ff0ca7ccef67f7580dfbb697423b" }
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glow = "0.7.1"
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byteorder = "1.3.4"
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byteorder = "1.3.4"
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serde = "1.0.118"
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serde = "1.0.118"
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serde_json = "1.0.60"
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serde_json = "1.0.60"
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@ -14,7 +14,7 @@
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use glow as gl;
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use glow as gl;
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use glow::{HasContext, PixelPackData, PixelUnpackData};
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use glow::{HasContext, PixelPackData, PixelUnpackData};
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use log::{error, info};
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use log::error;
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use std::mem;
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use std::mem;
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use std::ops::BitOr;
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use std::ops::BitOr;
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use std::ops::{Deref, DerefMut};
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use std::ops::{Deref, DerefMut};
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@ -369,38 +369,6 @@ impl Texture {
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}
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}
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}
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}
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pub fn image_2d_sample(
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&self,
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target: TextureTarget,
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samples: i32,
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width: u32,
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height: u32,
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format: TextureFormat,
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fixed: bool,
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) {
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unsafe {
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let result: i32 = glow_context().get_parameter_i32(gl::MAX_SAMPLES);
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let use_samples = if samples > result {
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info!(
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"glTexImage2DMultisample: requested {} samples but GL_MAX_SAMPLES is {}",
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samples, result
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);
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result
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} else {
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samples
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};
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// TODO: switch to glRenderbufferStorageMultisample https://github.com/iceiix/stevenarella/pull/442
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glow_context().tex_image_2d_multisample(
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target,
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use_samples,
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format,
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width as i32,
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height as i32,
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fixed,
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);
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}
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}
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pub fn image_3d(
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pub fn image_3d(
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&self,
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&self,
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target: TextureTarget,
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target: TextureTarget,
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@ -39,9 +39,6 @@ use std::thread;
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const ATLAS_SIZE: usize = 1024;
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const ATLAS_SIZE: usize = 1024;
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// TEMP
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const NUM_SAMPLES: i32 = 2;
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pub struct Camera {
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pub struct Camera {
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pub pos: cgmath::Point3<f64>,
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pub pos: cgmath::Point3<f64>,
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pub yaw: f64,
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pub yaw: f64,
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@ -775,7 +772,6 @@ init_shader! {
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required accum => "taccum",
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required accum => "taccum",
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required revealage => "trevealage",
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required revealage => "trevealage",
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required color => "tcolor",
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required color => "tcolor",
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required samples => "samples",
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},
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},
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}
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}
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}
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}
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@ -847,39 +843,39 @@ impl TransInfo {
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let main = gl::Framebuffer::new();
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let main = gl::Framebuffer::new();
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main.bind();
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main.bind();
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// TODO: support rendering to a multisample renderbuffer for MSAA, using glRenderbufferStorageMultisample
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// https://github.com/iceiix/stevenarella/pull/442
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let fb_color = gl::Texture::new();
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let fb_color = gl::Texture::new();
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fb_color.bind(gl::TEXTURE_2D_MULTISAMPLE);
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fb_color.bind(gl::TEXTURE_2D);
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fb_color.image_2d_sample(
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fb_color.image_2d(
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gl::TEXTURE_2D_MULTISAMPLE,
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gl::TEXTURE_2D,
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NUM_SAMPLES,
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0,
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width,
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width,
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height,
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height,
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gl::RGBA8,
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gl::RGBA,
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false,
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gl::UNSIGNED_BYTE,
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);
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None,
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main.texture_2d(
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gl::COLOR_ATTACHMENT_0,
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gl::TEXTURE_2D_MULTISAMPLE,
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&fb_color,
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0,
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);
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);
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fb_color.set_parameter(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR);
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fb_color.set_parameter(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::LINEAR);
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main.texture_2d(gl::COLOR_ATTACHMENT_0, gl::TEXTURE_2D, &fb_color, 0);
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let fb_depth = gl::Texture::new();
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let fb_depth = gl::Texture::new();
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fb_depth.bind(gl::TEXTURE_2D_MULTISAMPLE);
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fb_depth.bind(gl::TEXTURE_2D);
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fb_depth.image_2d_sample(
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fb_depth.image_2d_ex(
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gl::TEXTURE_2D_MULTISAMPLE,
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gl::TEXTURE_2D,
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NUM_SAMPLES,
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0,
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width,
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width,
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height,
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height,
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gl::DEPTH_COMPONENT24,
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gl::DEPTH_COMPONENT24,
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false,
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gl::DEPTH_COMPONENT,
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);
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gl::UNSIGNED_BYTE,
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main.texture_2d(
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None,
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gl::DEPTH_ATTACHMENT,
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gl::TEXTURE_2D_MULTISAMPLE,
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&fb_depth,
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0,
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);
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);
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fb_depth.set_parameter(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR);
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fb_depth.set_parameter(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::LINEAR);
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main.texture_2d(gl::DEPTH_ATTACHMENT, gl::TEXTURE_2D, &fb_depth, 0);
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gl::check_framebuffer_status();
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gl::check_framebuffer_status();
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gl::unbind_framebuffer();
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gl::unbind_framebuffer();
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@ -923,13 +919,12 @@ impl TransInfo {
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gl::active_texture(1);
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gl::active_texture(1);
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self.revealage.bind(gl::TEXTURE_2D);
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self.revealage.bind(gl::TEXTURE_2D);
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gl::active_texture(2);
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gl::active_texture(2);
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self.fb_color.bind(gl::TEXTURE_2D_MULTISAMPLE);
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self.fb_color.bind(gl::TEXTURE_2D);
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shader.program.use_program();
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shader.program.use_program();
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shader.accum.set_int(0);
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shader.accum.set_int(0);
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shader.revealage.set_int(1);
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shader.revealage.set_int(1);
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shader.color.set_int(2);
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shader.color.set_int(2);
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shader.samples.set_int(NUM_SAMPLES);
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self.array.bind();
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self.array.bind();
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gl::draw_arrays(gl::TRIANGLES, 0, 6);
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gl::draw_arrays(gl::TRIANGLES, 0, 6);
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}
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}
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@ -1,8 +1,6 @@
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uniform sampler2D taccum;
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uniform sampler2D taccum;
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uniform sampler2D trevealage;
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uniform sampler2D trevealage;
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uniform sampler2DMS tcolor;
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uniform sampler2D tcolor;
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uniform int samples;
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out vec4 fragColor;
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out vec4 fragColor;
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@ -12,11 +10,6 @@ void main() {
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float aa = texelFetch(trevealage, C, 0).r;
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float aa = texelFetch(trevealage, C, 0).r;
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vec4 col = texelFetch(tcolor, C, 0);
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vec4 col = texelFetch(tcolor, C, 0);
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for (int i = 1; i < samples; i++) {
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col += texelFetch(tcolor, C, i);
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}
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col /= float(samples);
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float r = accum.a;
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float r = accum.a;
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accum.a = aa;
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accum.a = aa;
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if (r >= 1.0) {
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if (r >= 1.0) {
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