DepthBlitMsFragmentShaderSource.frag
1 #version 450 core 2 3 layout (binding = 0, set = 2) uniform sampler2DMS texDepth; 4 5 layout (location = 0) in vec2 tex_coord; 6 7 void main() 8 { 9 gl_FragDepth = texelFetch(texDepth, ivec2(tex_coord * vec2(textureSize(texDepth).xy)), gl_SampleID).r; 10 }