#version 450 #extension GL_ARB_shader_stencil_export : enable layout(set = 0, binding = 0) uniform sampler2DMSArray s_depth; layout(set = 0, binding = 1) uniform usampler2DMSArray s_stencil; layout(push_constant) uniform u_info_t { ivec2 offset; } u_info; void main() { ivec3 coord = ivec3(gl_FragCoord.xy + u_info.offset.xy, gl_Layer); gl_FragDepth = texelFetch(s_depth, coord, gl_SampleID).r; gl_FragStencilRefARB = int(texelFetch(s_stencil, coord, gl_SampleID).r); }