#version 450 #extension GL_EXT_samplerless_texture_functions : require layout(set = 0, binding = 0) uniform texture2DMSArray s_image; layout(push_constant) uniform u_info_t { ivec2 offset; } u_info; void main() { gl_FragDepth = texelFetch(s_image, ivec3(gl_FragCoord.xy + u_info.offset, gl_Layer), gl_SampleID).r; }