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