| Further, the shader code must use multisampling sampler types and texelFetch() instead |
| of texture(). |
| |
| \oldcode |
| |
| #version 150 |
| |
| uniform sampler2D colorTexture; |
| in vec2 texCoord; |
| out vec4 fragColor; |
| |
| void main() |
| { |
| fragColor = texture(colorTexture, texCoord); |
| } |
| |
| \newcode |
| |
| #version 150 |
| |
| uniform sampler2DMS colorTexture; |
| in vec2 texCoord; |
| out vec4 fragColor; |
| |
| void main() |
| { |
| ivec2 tc = ivec2(floor(textureSize(colorTexture) * texCoord)); |
| vec4 c = texelFetch(colorTexture, tc, 0) + |
| texelFetch(colorTexture, tc, 1) + |
| texelFetch(colorTexture, tc, 2) + |
| texelFetch(colorTexture, tc, 3); |
| fragColor = c / 4.0; |
| } |
| |
| \endcode |