#version 450 layout(set = 0, binding = 0) uniform isampler2DMSArray s_image; layout(location = 0) out ivec4 o_color; void main() { int sampleCount = textureSamples(s_image); o_color = ivec4(0); for (int i = 0; i < sampleCount; i++) o_color += texelFetch(s_image, ivec3(gl_FragCoord.xy, gl_Layer), i) / sampleCount; }