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https://github.com/MobileGL-Dev/MobileGL
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[Feat] (RenderState): implement glMinSampleShading and the GL_SAMPLE_SHADING enable on both backends
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@@ -278,6 +278,10 @@ namespace MobileGL {
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Float SampleCoverageValue = 1.0f;
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Bool SampleCoverageInvert = false;
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Uint32 SampleMaskValue = 0xffffffffu;
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// glMinSampleShading (ARB_sample_shading / GL 4.0 core 14.3.1). The fraction of samples
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// that get their own independent shading when GL_SAMPLE_SHADING is enabled; the initial
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// value is 0, and the value is clamped to [0, 1] on the way in.
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Float MinSampleShadingValue = 0.0f;
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Array<StencilFaceState, 2> StencilStates{};
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// Cull Face
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@@ -326,6 +330,7 @@ namespace MobileGL {
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Bool SampleAlphaToOneEnabled = false;
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Bool SampleCoverageEnabled = false;
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Bool SampleMaskEnabled = false;
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Bool SampleShadingEnabled = false;
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Bool StencilTestEnabled = false;
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Bool ProgramPointSizeEnabled = false;
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// glEnable(GL_SCISSOR_TEST) enables the test for EVERY viewport, glEnablei for one
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@@ -465,6 +470,9 @@ namespace MobileGL {
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Bool GetSampleCoverageInvert() const;
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void SetSampleMaskValue(Uint32 mask);
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Uint32 GetSampleMaskValue() const;
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// glMinSampleShading. `value` is stored as given; the entry point clamps.
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void SetMinSampleShadingValue(Float value);
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Float GetMinSampleShadingValue() const;
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// Pixel Store
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void SetPixelStoreParam(PixelStoreParam param, Int value);
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