// sv-coverage.slang.glsl #version 450 layout(location = 0) out vec4 _S1; layout(location = 0) in vec4 _S2; void main() { uint _S3 = uint(gl_SampleMaskIn[0]) ^ uint(1); _S1 = _S2; gl_SampleMask[0] = int(_S3); return; }