#version 450 layout(binding = 0) uniform usampler2DMSArray s_image; layout(location = 0) out uvec4 o_color; layout(push_constant) uniform u_info_t { ivec2 offset; } u_info; void main() { ivec3 coord = ivec3(gl_FragCoord.xy + u_info.offset, gl_Layer); o_color = texelFetch(s_image, coord, 0); }