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