R"( #version 420 #extension GL_ARB_separate_shader_objects: enable #extension GL_ARB_shader_stencil_export : enable #ifdef VULKAN layout(set=0, binding=0) uniform sampler2DMS fs0; layout(set=0, binding=1) uniform usampler2DMS fs1; layout(push_constant) uniform static_data { ivec2 sample_count; }; #else layout(binding=31) uniform sampler2DMS fs0; layout(binding=30) uniform usampler2DMS fs1; uniform ivec2 sample_count; #endif void main() { ivec2 out_coord = ivec2(gl_FragCoord.xy); ivec2 in_coord = (out_coord / sample_count.xy); ivec2 sample_loc = out_coord % ivec2(sample_count.xy); int sample_index = sample_loc.x + (sample_loc.y * sample_count.y); float frag_depth = texelFetch(fs0, in_coord, sample_index).x; uint frag_stencil = texelFetch(fs1, in_coord, sample_index).x; gl_FragDepth = frag_depth; gl_FragStencilRefARB = int(frag_stencil); } )"