+uniform sampler2D tex;
+vec2 hammersley(uint i, uint count)
+{
+ float y = bitfieldReverse(i)*2.3283064e-10;
+ return vec2(float(i)/count, y);
+}
+const uint sample_count = 128;
+
+#pragma MSP stage(vertex)
+layout(location=0) in vec4 position;
+void main()
+{
+ gl_Position = position;
+ out vec2 texcoord = position.xy*0.5+0.5;
+}
+
+#pragma MSP stage(fragment)
+layout(location=0) out vec4 frag_color;
+void main()
+{
+ vec4 sum = vec4(0.0);
+ for(int i=0; i<sample_count; ++i)
+ sum += texture(tex, texcoord+pow(hammersley(i, sample_count), vec2(2.0)));
+ frag_color = sum/sample_count;
+}
+
+/* Expected output: vertex
+layout(location=0) in vec4 position;
+layout(location=0) out vec2 texcoord;
+void main()
+{
+ gl_Position = position;
+ texcoord = position.xy*0.5+0.5;
+}
+*/
+
+/* Expected output: fragment
+layout(location=0, binding=71) uniform sampler2D tex;
+layout(location=0) out vec4 frag_color;
+layout(location=0) in vec2 texcoord;
+void main()
+{
+ vec4 sum = vec4(0.0);
+ for(int i=0; uint(i)<128u; ++i)
+ {
+ uint i_1 = uint(i);
+ sum += texture(tex, texcoord+pow(vec2(float(i_1)/128.0, float(bitfieldReverse(i_1))*2.3283064e-10), vec2(2.0)));
+ }
+ frag_color = sum/128.0;
+}
+*/