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iquilezles's profile
inigo quilez
inigo quilez
inigo quilez
@iquilezles

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inigo quilez

@iquilezles

Demoscener → VR Architect → Film Tech Artist at Pixar → Co-Founder of Shadertoy → VFX Sup at Oculus → Product Manager of Quill → http://youtube.com/Inigo_Quilez  → ????

san francisco
iquilezles.org
Joined October 2011

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    inigo quilez‏ @iquilezles 24 May 2019

    Quick & Dirty trick to render a debug wireframe for your poly meshes, assuming you are rendering with 8X MSAA (which you are, aren't you, AREN'T YOU!!): In your fragment shader, at the end of the fragment shader, add color = (bitCount(gl_SampleMaskIn[0])<8) ? vec3(0.0) : color;

    2:25 PM - 24 May 2019
    • 49 Retweets
    • 387 Likes
    • Martin Mittring freemind Kristijan Šimić Philip Rideout EvilRyu mamoniem うしお whitedragon Danylo Rudenko
    13 replies 49 retweets 387 likes
      1. New conversation
      2. Kevin Viglucci‏ @kviglucci 24 May 2019
        Replying to @iquilezles @Atrix256

        cc. @andreduvoisin

        1 reply 0 retweets 1 like
      3. Andre Duvoisin‏ @andreduvoisin 24 May 2019
        Replying to @kviglucci @iquilezles @Atrix256

        oh wow, def giving this a shot tonight!

        1 reply 0 retweets 1 like
      4. Show replies
      1. New conversation
      2. Chris Birke‏ @Alleycatsphinx 24 May 2019
        Replying to @iquilezles

        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. ; )

        1 reply 0 retweets 3 likes
      3. Andre Duvoisin‏ @andreduvoisin 27 May 2019
        Replying to @Alleycatsphinx @iquilezles

        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)

        1 reply 0 retweets 1 like
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      1. Simon O'Dwyer‏ @sodwyer 24 May 2019
        Replying to @iquilezles

        pic.twitter.com/ZStGXll05Q

        0 replies 0 retweets 1 like
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      1. New conversation
      2. Alan Wolfe 👽 🐺 🎃‏ @Atrix256 24 May 2019
        Replying to @iquilezles

        semi related: do you hate deferred rendering, or do you have tricks to deal with that? :)

        1 reply 0 retweets 6 likes
      3. Ionuț "Yo-Noots" Cava‏ @KIonutzR 24 May 2019
        Replying to @Atrix256 @iquilezles

        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 😂

        1 reply 0 retweets 4 likes
      4. Show replies
      1. arie leo [Null]‏ @_arieleo_ 24 May 2019
        Replying to @iquilezles @Atrix256

        Whaaaaa????!!!! O.o

        0 replies 0 retweets 0 likes
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      1. Andrew Gotow‏ @AndrewGotow 24 May 2019
        Replying to @iquilezles

        Brilliant. I've never thought of that!

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      1. Chris W‏ @_psonice 24 May 2019
        Replying to @iquilezles

        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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