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Aqua Costa

[DirectX 10] Shader per sample instead of per sample

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How can I run my pixel shader per sample instead of per pixel? Im read somewhere that it was done in STALKER... They read a sample from a specific sample of MSAA pixel and write to a specific sample as well. I just dont want how it was done, I guess they used stencilling but I never used stenciling...

P.S. I was reading a text about steciling and they use values like 0xffffffff? what king of values is this?

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On 10.1 and 11-level devices it happens automatically when you take SV_SampleIndex as an input to your pixel shader, or you mark an input with the "sample" interpolation attribute.

I suppose on a 10-level device you could do it like people have done for a stencil-routed K-Buffer. There's an article about that in ShaderX6, and Humus also has a sample on his website.

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