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