yes
This commit is contained in:
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#!amber
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# Copyright 2022 Google LLC
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#
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# Licensed under the Apache License, Version 2.0 (the "License");
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# you may not use this file except in compliance with the License.
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# You may obtain a copy of the License at
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#
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# http://www.apache.org/licenses/LICENSE-2.0
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#
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# Unless required by applicable law or agreed to in writing, software
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# distributed under the License is distributed on an "AS IS" BASIS,
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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# See the License for the specific language governing permissions and
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# limitations under the License.
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DEVICE_FEATURE sampleRateShading
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SHADER vertex vert_shader GLSL
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#version 440
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layout(location = 0) in vec4 inPosNDC;
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layout(location = 1) in vec2 inPosScreen;
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layout(location = 0) out vec2 outPosScreenArr[10];
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void main (void)
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{
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gl_Position = inPosNDC;
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for (int i = 0; i < 10; i++)
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outPosScreenArr[i] = inPosScreen + vec2(i);
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}
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END
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SHADER fragment frag_shader GLSL
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#version 440
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layout(location = 0) sample in vec2 inPosScreenArr[10];
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layout(location = 0) out vec4 fs_out_color;
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void main (void)
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{
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int index = int(gl_FragCoord.x) % 10;
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vec2 ref = interpolateAtCentroid(inPosScreenArr[0]) + vec2(index);
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if (distance(ref, interpolateAtCentroid(inPosScreenArr[index])) < 0.01
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&& abs(ref.y - interpolateAtCentroid(inPosScreenArr[index].y)) < 0.01
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&& abs(ref.y - interpolateAtCentroid(inPosScreenArr[index])).y < 0.01)
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{
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fs_out_color = vec4(0.0, 1.0, 0.0, 1.0);
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}
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else
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{
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fs_out_color = vec4(1.0, 0.0, 0.0, 1.0);
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}
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}
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END
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BUFFER position DATA_TYPE vec4<float> DATA
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-1.0 -1.0 0.0 1.0
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1.0 -1.0 0.0 1.0
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1.0 1.0 0.0 1.0
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-1.0 1.0 0.0 1.0
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END
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BUFFER position_screen DATA_TYPE vec2<float> DATA
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0.0 0.0
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64.0 0.0
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64.0 64.0
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0.0 64.0
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END
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IMAGE framebufferMS FORMAT R8G8B8A8_UNORM DIM_2D WIDTH 64 HEIGHT 64 SAMPLES 4
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IMAGE framebuffer FORMAT R8G8B8A8_UNORM DIM_2D WIDTH 64 HEIGHT 64
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PIPELINE graphics pipeline
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ATTACH vert_shader
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ATTACH frag_shader
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VERTEX_DATA position LOCATION 0
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VERTEX_DATA position_screen LOCATION 1
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FRAMEBUFFER_SIZE 64 64
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BIND BUFFER framebufferMS AS color LOCATION 0
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BIND BUFFER framebuffer AS resolve
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END
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RUN pipeline DRAW_ARRAY AS TRIANGLE_FAN START_IDX 0 COUNT 4
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EXPECT framebuffer IDX 0 0 SIZE 64 64 EQ_RGBA 0 255 0 255
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@@ -0,0 +1,85 @@
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#!amber
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# Copyright 2022 Google LLC
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#
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# Licensed under the Apache License, Version 2.0 (the "License");
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# you may not use this file except in compliance with the License.
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# You may obtain a copy of the License at
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#
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# http://www.apache.org/licenses/LICENSE-2.0
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#
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# Unless required by applicable law or agreed to in writing, software
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# distributed under the License is distributed on an "AS IS" BASIS,
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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# See the License for the specific language governing permissions and
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# limitations under the License.
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DEVICE_FEATURE sampleRateShading
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SHADER vertex vert_shader GLSL
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#version 440
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layout(location = 0) in vec4 inPosNDC;
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layout(location = 1) in vec2 inPosScreen;
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layout(location = 0) out vec2 outPosScreenArr[10];
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void main (void)
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{
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gl_Position = inPosNDC;
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for (int i = 0; i < 10; i++)
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outPosScreenArr[i] = inPosScreen + vec2(i);
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}
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END
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SHADER fragment frag_shader GLSL
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#version 440
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layout(location = 0) sample in vec2 inPosScreenArr[10];
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layout(location = 0) out vec4 fs_out_color;
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void main (void)
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{
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vec2 offset = vec2(0.75, -0.33);
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int index = int(gl_FragCoord.x) % 10;
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vec2 ref = interpolateAtOffset(inPosScreenArr[0], offset) + vec2(index);
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if (distance(ref, interpolateAtOffset(inPosScreenArr[index], offset)) < 0.01
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&& abs(ref.y - interpolateAtOffset(inPosScreenArr[index].y, offset)) < 0.01
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&& abs(ref.y - interpolateAtOffset(inPosScreenArr[index], offset)).y < 0.01)
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{
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fs_out_color = vec4(0.0, 1.0, 0.0, 1.0);
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}
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else
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{
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fs_out_color = vec4(1.0, 0.0, 0.0, 1.0);
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}
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}
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END
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BUFFER position DATA_TYPE vec4<float> DATA
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-1.0 -1.0 0.0 1.0
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1.0 -1.0 0.0 1.0
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1.0 1.0 0.0 1.0
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-1.0 1.0 0.0 1.0
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END
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BUFFER position_screen DATA_TYPE vec2<float> DATA
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0.0 0.0
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64.0 0.0
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64.0 64.0
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0.0 64.0
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END
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IMAGE framebufferMS FORMAT R8G8B8A8_UNORM DIM_2D WIDTH 64 HEIGHT 64 SAMPLES 4
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IMAGE framebuffer FORMAT R8G8B8A8_UNORM DIM_2D WIDTH 64 HEIGHT 64
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PIPELINE graphics pipeline
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ATTACH vert_shader
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ATTACH frag_shader
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VERTEX_DATA position LOCATION 0
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VERTEX_DATA position_screen LOCATION 1
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FRAMEBUFFER_SIZE 64 64
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BIND BUFFER framebufferMS AS color LOCATION 0
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BIND BUFFER framebuffer AS resolve
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END
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RUN pipeline DRAW_ARRAY AS TRIANGLE_FAN START_IDX 0 COUNT 4
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EXPECT framebuffer IDX 0 0 SIZE 64 64 EQ_RGBA 0 255 0 255
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@@ -0,0 +1,84 @@
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#!amber
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# Copyright 2022 Google LLC
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#
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# Licensed under the Apache License, Version 2.0 (the "License");
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# you may not use this file except in compliance with the License.
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# You may obtain a copy of the License at
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#
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# http://www.apache.org/licenses/LICENSE-2.0
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#
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# Unless required by applicable law or agreed to in writing, software
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# distributed under the License is distributed on an "AS IS" BASIS,
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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# See the License for the specific language governing permissions and
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# limitations under the License.
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DEVICE_FEATURE sampleRateShading
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SHADER vertex vert_shader GLSL
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#version 440
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layout(location = 0) in vec4 inPosNDC;
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layout(location = 1) in vec2 inPosScreen;
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layout(location = 0) out vec2 outPosScreenArr[10];
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void main (void)
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{
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gl_Position = inPosNDC;
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for (int i = 0; i < 10; i++)
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outPosScreenArr[i] = inPosScreen + vec2(i);
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}
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END
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SHADER fragment frag_shader GLSL
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#version 440
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layout(location = 0) sample in vec2 inPosScreenArr[10];
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layout(location = 0) out vec4 fs_out_color;
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void main (void)
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{
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int index = int(gl_FragCoord.x) % 10;
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vec2 ref = interpolateAtSample(inPosScreenArr[0], gl_SampleID) + vec2(index);
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if (distance(ref, interpolateAtSample(inPosScreenArr[index], gl_SampleID)) < 0.01
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&& abs(ref.y - interpolateAtSample(inPosScreenArr[index].y, gl_SampleID)) < 0.01
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&& abs(ref.y - interpolateAtSample(inPosScreenArr[index], gl_SampleID)).y < 0.01)
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{
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fs_out_color = vec4(0.0, 1.0, 0.0, 1.0);
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}
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else
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{
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fs_out_color = vec4(1.0, 0.0, 0.0, 1.0);
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}
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}
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END
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BUFFER position DATA_TYPE vec4<float> DATA
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-1.0 -1.0 0.0 1.0
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1.0 -1.0 0.0 1.0
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1.0 1.0 0.0 1.0
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-1.0 1.0 0.0 1.0
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END
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BUFFER position_screen DATA_TYPE vec2<float> DATA
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0.0 0.0
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64.0 0.0
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64.0 64.0
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0.0 64.0
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END
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IMAGE framebufferMS FORMAT R8G8B8A8_UNORM DIM_2D WIDTH 64 HEIGHT 64 SAMPLES 4
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IMAGE framebuffer FORMAT R8G8B8A8_UNORM DIM_2D WIDTH 64 HEIGHT 64
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PIPELINE graphics pipeline
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ATTACH vert_shader
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ATTACH frag_shader
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VERTEX_DATA position LOCATION 0
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VERTEX_DATA position_screen LOCATION 1
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FRAMEBUFFER_SIZE 64 64
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BIND BUFFER framebufferMS AS color LOCATION 0
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BIND BUFFER framebuffer AS resolve
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END
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RUN pipeline DRAW_ARRAY AS TRIANGLE_FAN START_IDX 0 COUNT 4
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EXPECT framebuffer IDX 0 0 SIZE 64 64 EQ_RGBA 0 255 0 255
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