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#version 450
layout(set = 0, binding = 0)
uniform sampler2DArray s_image;
layout(push_constant)
uniform u_info_t {
ivec2 offset;
} u_info;
void main() {
gl_FragDepth = texelFetch(s_image,
ivec3(gl_FragCoord.xy + u_info.offset, gl_Layer), 0).r;
}
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