#version 460 | |
#extension GL_EXT_shader_tile_image : require | |
precision highp float; | |
layout(location=0) out highp uvec4 stencil_out; | |
layout(location=1) out highp vec4 depth_out; | |
void main(void) | |
{ | |
float depth = depthAttachmentReadEXT(); | |
uint stencil_value = stencilAttachmentReadEXT(); | |
stencil_out = uvec4(stencil_value,0,0,0); | |
depth_out = vec4(depth,0.0,0.0,0.0); | |
} |