#version 450 core #extension GL_ARB_shader_stencil_export : require layout (binding = 0, set = 2) uniform isampler2DMS texStencil; layout (location = 0) in vec2 tex_coord; void main() { gl_FragStencilRefARB = texelFetch(texStencil, ivec2(tex_coord * vec2(textureSize(texStencil).xy)), gl_SampleID).r; }