R"( #version 420 #extension GL_ARB_separate_shader_objects: enable #ifdef VULKAN layout(set=0, binding=0) uniform usampler2D fs0; layout(push_constant) uniform static_data { layout(offset=0) ivec2 sample_count; layout(offset=8) int stencil_mask; }; #else layout(binding=31) uniform usampler2D fs0; uniform ivec2 sample_count; uniform int stencil_mask; #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); uint frag_stencil = texelFetch(fs0, pixel_coord, 0).x; if ((frag_stencil & uint(stencil_mask)) == 0) discard; } )"