vec4 aa_apply( texture2D tex, sampler smplr, texture2D depth_tex, sampler depth_smplr, vec2 fragCoord, vec2 resolution ) { ivec2 texel_coord = ivec2(fragCoord.x, fragCoord.y); vec4 sample1 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 0); vec4 sample2 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 1); vec4 sample3 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 2); vec4 sample4 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 3); vec4 sample5 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 4); vec4 sample6 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 5); vec4 sample7 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 6); vec4 sample8 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 7); // Average Samples vec4 msaa_color = (sample1 + sample2 + sample3 + sample4 + sample5 + sample6 + sample7 + sample8) / 8.0; return msaa_color; }