[wip, win32, canvas] added MSAA to new canvas renderer
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0e6d67f636
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d00024b515
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@ -300,16 +300,7 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
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//NOTE: raster pass
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glUseProgram(backend->raster);
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/*
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, backend->screenTilesBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->tileOpBuffer);
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glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 2, backend->pathBuffer, backend->pathBufferOffset, pathCount*sizeof(mg_gl_path));
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->segmentBuffer);
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glUniform1i(0, tileSize);
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glUniform1f(1, scale);
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glUniform1i(2, backend->msaaCount);
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*/
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glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, backend->pathBuffer, backend->pathBufferOffset, pathCount*sizeof(mg_gl_path));
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->segmentCountBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->segmentBuffer);
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@ -317,6 +308,7 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, backend->screenTilesBuffer);
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glUniform1f(0, scale);
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glUniform1i(1, backend->msaaCount);
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int err = glGetError();
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if(err)
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@ -20,6 +20,9 @@ layout(std430) buffer;
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#define MG_GL_OP_START 0
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#define MG_GL_OP_SEGMENT 1
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// MSAA
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#define MG_GL_MAX_SAMPLE_COUNT 8
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struct mg_gl_path
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{
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mat3 uvTransform;
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@ -30,9 +30,11 @@ layout(binding = 4) restrict readonly buffer screenTilesBufferSSBO
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} screenTilesBuffer;
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layout(location = 0) uniform float scale;
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layout(location = 1) uniform int msaaSampleCount;
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layout(rgba8, binding = 0) uniform restrict writeonly image2D outTexture;
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void main()
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{
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uvec2 nTiles = gl_NumWorkGroups.xy;
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@ -40,18 +42,45 @@ void main()
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uint tileIndex = tileCoord.y * nTiles.x + tileCoord.x;
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ivec2 pixelCoord = ivec2(gl_WorkGroupID.xy*uvec2(16, 16) + gl_LocalInvocationID.xy);
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vec2 sampleCoord = vec2(pixelCoord);
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vec2 centerCoord = vec2(pixelCoord) + vec2(0.5, 0.5);
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/*
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if((pixelCoord.x % 16) == 0 || (pixelCoord.y % 16) == 0)
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{
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imageStore(outTexture, pixelCoord, vec4(0, 0, 0, 1));
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return;
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}
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*/
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vec2 sampleCoords[MG_GL_MAX_SAMPLE_COUNT] = {
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centerCoord + vec2(1, 3)/16,
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centerCoord + vec2(-1, -3)/16,
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centerCoord + vec2(5, -1)/16,
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centerCoord + vec2(-3, 5)/16,
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centerCoord + vec2(-5, -5)/16,
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centerCoord + vec2(-7, 1)/16,
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centerCoord + vec2(3, -7)/16,
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centerCoord + vec2(7, 7)/16
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};
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int sampleCount = msaaSampleCount;
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if(sampleCount != 8)
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{
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sampleCount = 1;
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sampleCoords[0] = centerCoord;
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}
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vec4 color[MG_GL_MAX_SAMPLE_COUNT];
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int winding[MG_GL_MAX_SAMPLE_COUNT];
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for(int i=0; i<sampleCount; i++)
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{
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winding[i] = 0;
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color[i] = vec4(0);
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}
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int pathIndex = 0;
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int opIndex = screenTilesBuffer.elements[tileIndex];
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int winding = 0;
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vec4 color = vec4(0);
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if((pixelCoord.x % 16) == 0 || (pixelCoord.y % 16) == 0)
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{
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imageStore(outTexture, ivec2(sampleCoord), vec4(0, 0, 0, 1));
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return;
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}
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while(opIndex >= 0)
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{
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@ -60,24 +89,28 @@ void main()
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if(op.kind == MG_GL_OP_START)
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{
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vec4 clip = pathBuffer.elements[pathIndex].clip * scale;
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vec4 pathColor = pathBuffer.elements[pathIndex].color;
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pathColor.rgb *= pathColor.a;
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vec4 clip = pathBuffer.elements[pathIndex].clip * scale;
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if( sampleCoord.x >= clip.x
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&& sampleCoord.x < clip.z
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&& sampleCoord.y >= clip.y
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&& sampleCoord.y < clip.w)
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for(int sampleIndex = 0; sampleIndex<sampleCount; sampleIndex++)
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{
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bool filled = (pathBuffer.elements[pathIndex].cmd == MG_GL_FILL && ((winding & 1) != 0))
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||(pathBuffer.elements[pathIndex].cmd == MG_GL_STROKE && (winding != 0));
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if(filled)
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vec2 sampleCoord = sampleCoords[sampleIndex];
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if( sampleCoord.x >= clip.x
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&& sampleCoord.x < clip.z
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&& sampleCoord.y >= clip.y
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&& sampleCoord.y < clip.w)
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{
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vec4 nextColor = pathColor;
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color = color*(1-nextColor.a) + nextColor;
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bool filled = (pathBuffer.elements[pathIndex].cmd == MG_GL_FILL && ((winding[sampleIndex] & 1) != 0))
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||(pathBuffer.elements[pathIndex].cmd == MG_GL_STROKE && (winding[sampleIndex] != 0));
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if(filled)
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{
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vec4 nextColor = pathColor;
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color[sampleIndex] = color[sampleIndex]*(1-nextColor.a) + nextColor;
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}
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}
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winding = op.windingOffset;
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winding[sampleIndex] = op.windingOffset;
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}
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pathIndex = op.index;
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}
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@ -86,47 +119,60 @@ void main()
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int segIndex = op.index;
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mg_gl_segment seg = segmentBuffer.elements[segIndex];
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if( (sampleCoord.y > seg.box.y)
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&&(sampleCoord.y <= seg.box.w)
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&&(side_of_segment(sampleCoord, seg) < 0))
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for(int sampleIndex=0; sampleIndex<sampleCount; sampleIndex++)
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{
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winding += seg.windingIncrement;
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}
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vec2 sampleCoord = sampleCoords[sampleIndex];
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if(op.crossRight)
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{
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if( (seg.config == MG_GL_BR || seg.config == MG_GL_TL)
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&&(sampleCoord.y > seg.box.w))
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if( (sampleCoord.y > seg.box.y)
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&&(sampleCoord.y <= seg.box.w)
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&&(side_of_segment(sampleCoord, seg) < 0))
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{
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winding += seg.windingIncrement;
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winding[sampleIndex] += seg.windingIncrement;
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}
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else if( (seg.config == MG_GL_BL || seg.config == MG_GL_TR)
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&&(sampleCoord.y > seg.box.y))
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if(op.crossRight)
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{
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winding -= seg.windingIncrement;
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if( (seg.config == MG_GL_BR || seg.config == MG_GL_TL)
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&&(sampleCoord.y > seg.box.w))
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{
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winding[sampleIndex] += seg.windingIncrement;
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}
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else if( (seg.config == MG_GL_BL || seg.config == MG_GL_TR)
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&&(sampleCoord.y > seg.box.y))
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{
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winding[sampleIndex] -= seg.windingIncrement;
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}
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}
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}
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}
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}
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vec4 pathColor = pathBuffer.elements[pathIndex].color;
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pathColor.rgb *= pathColor.a;
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vec4 clip = pathBuffer.elements[pathIndex].clip * scale;
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if( sampleCoord.x >= clip.x
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&& sampleCoord.x < clip.z
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&& sampleCoord.y >= clip.y
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&& sampleCoord.y < clip.w)
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vec4 pixelColor = vec4(0);
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vec4 pathColor = pathBuffer.elements[pathIndex].color;
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pathColor.rgb *= pathColor.a;
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for(int sampleIndex=0; sampleIndex<sampleCount; sampleIndex++)
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{
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bool filled = (pathBuffer.elements[pathIndex].cmd == MG_GL_FILL && ((winding & 1) != 0))
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||(pathBuffer.elements[pathIndex].cmd == MG_GL_STROKE && (winding != 0));
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if(filled)
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vec2 sampleCoord = sampleCoords[sampleIndex];
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if( sampleCoord.x >= clip.x
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&& sampleCoord.x < clip.z
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&& sampleCoord.y >= clip.y
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&& sampleCoord.y < clip.w)
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{
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vec4 nextColor = pathColor;
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color = color*(1-nextColor.a) + nextColor;
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bool filled = (pathBuffer.elements[pathIndex].cmd == MG_GL_FILL && ((winding[sampleIndex] & 1) != 0))
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||(pathBuffer.elements[pathIndex].cmd == MG_GL_STROKE && (winding[sampleIndex] != 0));
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if(filled)
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{
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vec4 nextColor = pathColor;
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color[sampleIndex] = color[sampleIndex]*(1-nextColor.a) + nextColor;
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}
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}
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pixelColor += color[sampleIndex];
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}
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// write to texture
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imageStore(outTexture, ivec2(sampleCoord), color);
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pixelColor /= sampleCount;
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imageStore(outTexture, pixelCoord, pixelColor);
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}
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