ConfettiFX/The-Forge

has any plans to support SV_Coverage (or gl_SampleMaskIn in glsl) Semantic in FSL ?

yaoyao-cn opened this issue · 3 comments

I use SV_Coverage to optimize the MSAA resolve pass, now I use it like this:

#ifdef RENDERER_API_D3D12
	Out.pm = In.coverage;
#else
	Out.pm = gl_SampleMaskIn[0] ;
#endif

which is not very convenient

Thanks for submitting this. I add an issue to our internal issue list for this.

I think this is in the next release.

Fixed with latest release