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@ -3,16 +3,16 @@
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#version 450
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#version 450
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precision mediump int;
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precision highp float;
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layout(binding = 0) uniform sampler2D depth_tex;
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layout(binding = 0) uniform sampler2D depth_tex;
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layout(binding = 1) uniform isampler2D stencil_tex;
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layout(binding = 1) uniform usampler2D stencil_tex;
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layout(location = 0) out vec4 color;
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layout(location = 0) out vec4 color;
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void main() {
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void main() {
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ivec2 coord = ivec2(gl_FragCoord.xy);
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ivec2 coord = ivec2(gl_FragCoord.xy);
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uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f));
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uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
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highp uint depth_val =
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highp uint depth_val =
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uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0));
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uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0));
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lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r;
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lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r;
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