#version 450 layout(binding = 0) uniform sampler2DMS uSampled; layout(location = 0) out vec4 FragColor; layout(location = 0) in vec2 vUV; void main() { FragColor = vec4(0.0); if (gl_FragCoord.x < 10.0) { FragColor += texelFetch(uSampled, ivec2(vUV), 0); } else { FragColor += texelFetch(uSampled, ivec2(vUV), 1); } }