#version 450 core #extension GL_ARB_shader_stencil_export : require layout (std140, binding = 0) uniform sample_counts_log2_in { ivec4 sample_counts_log2; }; layout (set = 2, binding = 0) uniform isampler2D src; void main() { 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 sampleIndex = gl_SampleID; int inX = (int(gl_FragCoord.x) << sample_counts_log2.x) | ((sampleIndex & (samplesInX - 1)) << deltaX); int inY = (int(gl_FragCoord.y) << sample_counts_log2.y) | ((sampleIndex >> samplesInXLog2) << deltaY); gl_FragStencilRefARB = texelFetch(src, ivec2(inX, inY), 0).r; }