#version 460 uniform sampler2D color_tex; uniform sampler2D depth_tex; in vec2 frag_uv; layout (location = 0) out vec4 frag_color; layout (depth_less) out float gl_FragDepth; void main() { frag_color = texture(color_tex, frag_uv); gl_FragDepth = texture(depth_tex, frag_uv).x; }