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	use texelfetch instead of texturelod
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				| @ -9,6 +9,6 @@ layout(location = 0) out vec4 color; | ||||
| 
 | ||||
| void main() { | ||||
|     ivec2 coord = ivec2(gl_FragCoord.xy); | ||||
|     float depth = textureLod(depth_tex, coord, 0).r; | ||||
|     float depth = texelFetch(depth_tex, coord, 0).r; | ||||
|     color = vec4(depth, depth, depth, 1.0); | ||||
| } | ||||
|  | ||||
| @ -9,7 +9,7 @@ layout(location = 0) out vec4 color; | ||||
| 
 | ||||
| void main() { | ||||
|     ivec2 coord = ivec2(gl_FragCoord.xy); | ||||
|     float depth = textureLod(depth_tex, coord, 0).r; | ||||
|     float depth = texelFetch(depth_tex, coord, 0).r; | ||||
|     color = vec4(depth, depth, depth, 1.0); | ||||
|     color = color.bgra; // Swap color channels for BGRA format | ||||
| } | ||||
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