#version 450 #extension GL_EXT_samplerless_texture_functions : require layout(set = 0, binding = 0) uniform texture2DArray s_image; layout(location = 0) out vec4 o_color; layout(push_constant) uniform u_info_t { ivec2 offset; } u_info; void main() { vec4 color = texelFetch(s_image, ivec3(gl_FragCoord.xy + u_info.offset, gl_Layer), 0); o_color = color; gl_FragDepth = color.r; }