#version 450
#extension GL_EXT_samplerless_texture_functions : require
layout(set = 0, binding = 0)
uniform texture1DArray s_image;
layout(push_constant)
uniform u_info_t {
ivec2 offset;
} u_info;
void main() {
gl_FragDepth = texelFetch(s_image,
ivec2(gl_FragCoord.x + u_info.offset.x, gl_Layer), 0).r;
}