sample depth from default frame buffer? (GL ES 3)

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I'm wondering if it is possible to bind the default frame buffer's depth as a texture so that it can be sampled from in a fragment shader (during rendering passes which do not write to that depth buffer)? If so, some pointers would be appreciated.

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solidpixel On BEST ANSWER

You cannot bind any of the native window surface attachments as textures; it's simply not possible in the API.