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2 hours ago, ahoeben said:


In that case... What I would really like to know is if there is any way to access the depth buffer of the SelectionPass ;-)

I think the only way to do that would be to add an extra pass (eg; DepthPass) that returns a depth image.

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With an additional pass I could (probably) use a shader to copy gl_FragCoord into gl_FragColor, and access the depth info from there. Such a shame though, because SelectionPass already has a perfectly usable depth buffer, but I can't seem to find a way to access it.

Edited by ahoeben

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