1#version 460 2#extension GL_EXT_shader_tile_image : require 3 4precision highp float; 5 6layout(location=0) out highp uvec4 stencil_out; 7layout(location=1) out highp vec4 depth_out; 8 9 10void main(void) 11{ 12 float depth = depthAttachmentReadEXT(); 13 uint stencil_value = stencilAttachmentReadEXT(); 14 stencil_out = uvec4(stencil_value,0,0,0); 15 depth_out = vec4(depth,0.0,0.0,0.0); 16} 17