stencil routed k-buffer problem

I’m trying to get OIT working using the stencil routed k-buffer technique, however I can’t seem to initialize the stencil buffer or get it working correctly. I go through and fill each sample of each pixel with an increasing sequence of numbers and then render a quad to the screen wherever stencil = 2. But I get an all black screen. Does anybody know what I’m doing wrong? Thanks.


// Initialize the stencil buffer			
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glViewport(0, 0, WIDTH, HEIGHT);
glClearStencil(1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);							
		
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
glStencilMask(GL_TRUE);
						
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);			

glEnable(GL_MULTISAMPLE);
glEnable(GL_SAMPLE_MASK);

// Fill ALL samples within the quad with a stencil value of 2.
glSampleMaski(0, ~0);
glStencilFunc(GL_ALWAYS, 2, ~0);
drawFullscreenQuad(0.5f);

glDisable(GL_SAMPLE_MASK);
glDisable(GL_MULTISAMPLE);
glDisable(GL_STENCIL_TEST);

glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
glStencilMask(GL_FALSE);

// Manually draw data to the multisample framebuffer.
glDisable(GL_MULTISAMPLE);
glDisable(GL_SAMPLE_MASK);

// Only render the quad into the framebuffer where stencil equals 2, which should be ALL samples within each pixel.
glStencilFunc(GL_EQUAL, 2, ~0);			
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilMask(GL_TRUE);
glEnable(GL_STENCIL_TEST);

glColor4f(1, 0, 0, 1);
drawFullscreenQuad(1.0f);
			
glDisable(GL_STENCIL_TEST);
glStencilMask(GL_FALSE);

I also have a custom resolve shader which is dead simple.


#version 330

uniform sampler2DMS colorBuffer;
uniform int numSamples;

in vec2 vs_TexCoord;

out vec4 FragColor;

void main()
{
	vec4 color;	
	for (int i = 0; i < numSamples; i++)
	{
		color += texelFetch(colorBuffer, ivec2(vs_TexCoord), i);		
	}
	
	FragColor = color / float(numSamples);
}