cc. @andreduvoisin
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oh wow, def giving this a shot tonight!
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Wtf - how does this work?! Also, a shame they named it msaa! That hardware would be so much better if they named it something different so people could understand how that works. ; )
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As far as I understand: `bitCount(gl_SampleMaskIn[0])` gives you the number of samples that were taken within the polygon. On the edge of the polygon, that number is less than the sample count (8 in this case), as some of the samples are taken (1/2)
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Thanks. Twitter will use this to make your timeline better. UndoUndo
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semi related: do you hate deferred rendering, or do you have tricks to deal with that? :)
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Unrelated: Deferred in this day and age? Hybrid/ clustered forward and get the best of both worlds. Doom runs on a Switch so I'm having a hard time of coming up with downsides. Related: thanks for that! I can ditch my debug geom stages now since that's all that I used them for

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Whaaaaa????!!!! O.o
Thanks. Twitter will use this to make your timeline better. UndoUndo
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Brilliant. I've never thought of that!
Thanks. Twitter will use this to make your timeline better. UndoUndo
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Does color *= bitCount(gl_SampleMaskIn[0])<8; work? (Have just been size coding a shader and used this trick :) Not GLSL tho.)
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