R"( #version 420 #extension GL_ARB_separate_shader_objects: enable #ifdef VULKAN layout(set=0, binding=0) uniform sampler2D fs0; layout(push_constant) uniform static_data { ivec2 sample_count; }; #else layout(binding=31) uniform sampler2D fs0; uniform ivec2 sample_count; #endif void main() { ivec2 pixel_coord = ivec2(gl_FragCoord.xy); pixel_coord *= sample_count.xy; pixel_coord.x += (gl_SampleID % sample_count.x); pixel_coord.y += (gl_SampleID / sample_count.x); float frag_depth = texelFetch(fs0, pixel_coord, 0).x; gl_FragDepth = frag_depth; } )"