3 #extension GL_AMD_shader_fragment_mask: enable
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5 layout(binding = 0) uniform sampler2DMS s2DMS;
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6 layout(binding = 1) uniform isampler2DMSArray is2DMSArray;
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8 layout(binding = 2, input_attachment_index = 0) uniform usubpassInputMS usubpassMS;
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10 layout(location = 0) out vec4 fragColor;
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14 vec4 f4 = vec4(0.0);
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16 uint fragMask = fragmentMaskFetchAMD(s2DMS, ivec2(2, 3));
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17 uint fragIndex = (fragMask & 0xF0) >> 4;
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18 f4 += fragmentFetchAMD(s2DMS, ivec2(2, 3), 1);
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20 fragMask = fragmentMaskFetchAMD(is2DMSArray, ivec3(2, 3, 1));
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21 fragIndex = (fragMask & 0xF0) >> 4;
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22 f4 += fragmentFetchAMD(is2DMSArray, ivec3(2, 3, 1), fragIndex);
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24 fragMask = fragmentMaskFetchAMD(usubpassMS);
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25 fragIndex = (fragMask & 0xF0) >> 4;
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26 f4 += fragmentFetchAMD(usubpassMS, fragIndex);
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