DepthBlitMsFragmentShaderSource.frag 244 B

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