#version 460 #extension GL_EXT_shader_tile_image : require precision highp float; layout(location=0) out highp uvec4 stencil_out; layout(location=1) out highp vec4 depth_out; void main(void) { float depth = depthAttachmentReadEXT(); uint stencil_value = stencilAttachmentReadEXT(); stencil_out = uvec4(stencil_value,0,0,0); depth_out = vec4(depth,0.0,0.0,0.0); }