2 #extension GL_EXT_shader_tile_image : require
6 layout(location=0) out highp uvec4 stencil_out;
7 layout(location=1) out highp vec4 depth_out;
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);