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