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https://git.eden-emu.dev/eden-emu/eden.git
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[TEST] Upload on depth MSAACopy pass
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@@ -32,6 +32,7 @@ set(SHADER_FILES
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${CMAKE_CURRENT_SOURCE_DIR}/convert_msaa_to_non_msaa.frag
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${CMAKE_CURRENT_SOURCE_DIR}/convert_non_msaa_to_msaa.comp
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${CMAKE_CURRENT_SOURCE_DIR}/convert_non_msaa_to_msaa.frag
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${CMAKE_CURRENT_SOURCE_DIR}/convert_non_msaa_to_msaa_depth.frag
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${CMAKE_CURRENT_SOURCE_DIR}/convert_s8d24_to_abgr8.frag
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${CMAKE_CURRENT_SOURCE_DIR}/full_screen_triangle.vert
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${CMAKE_CURRENT_SOURCE_DIR}/fxaa.frag
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@@ -0,0 +1,19 @@
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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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#version 450 core
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layout(binding = 0) uniform sampler2D img_in;
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layout(push_constant) uniform PushConstants {
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ivec2 dst_offset;
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ivec2 src_offset;
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ivec2 scale;
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};
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void main() {
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const ivec2 msaa_coord = ivec2(gl_FragCoord.xy) - dst_offset;
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const ivec2 sample_offset = ivec2(gl_SampleID % scale.x, gl_SampleID / scale.x);
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const ivec2 coord = msaa_coord * scale + sample_offset + src_offset;
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gl_FragDepth = texelFetch(img_in, coord, 0).r;
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}
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