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Alex Rivera
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I want to get the current depth buffer to a texture, to access it in a shader. For various reasons I can't do a separate depth pass, but would need to copy the already-rendered depth. glReadPixels would involve the CPU and potentially kill performance, and as far as I know glBlitFramebuffer can't blit depth-to-color, only depth-to-depth. How to do this on the GPU?
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