#version 450 core layout (std140, binding = 0) uniform sample_counts_log2_in { ivec4 sample_counts_log2; }; layout (set = 2, binding = 0) uniform sampler2DMS srcMS; void main() { uvec2 coords = uvec2(gl_FragCoord.xy); int deltaX = sample_counts_log2.x - sample_counts_log2.z; int deltaY = sample_counts_log2.y - sample_counts_log2.w; int samplesInXLog2 = sample_counts_log2.z; int samplesInYLog2 = sample_counts_log2.w; int samplesInX = 1 << samplesInXLog2; int samplesInY = 1 << samplesInYLog2; int sampleIdx = ((int(coords.x) >> deltaX) & (samplesInX - 1)) | (((int(coords.y) >> deltaY) & (samplesInY - 1)) << samplesInXLog2); samplesInXLog2 = sample_counts_log2.x; samplesInYLog2 = sample_counts_log2.y; ivec2 shiftedCoords = ivec2(int(coords.x) >> samplesInXLog2, int(coords.y) >> samplesInYLog2); gl_FragDepth = texelFetch(srcMS, shiftedCoords, sampleIdx).r; }