I am writing a 3D application in webgl, and need to provide my own depth data that is contained within a texture, my current code does this:
VS:
varying vec2 vUv;
void main() {
vUv = uv;
}
FS:
uniform sampler2D depthTex;
varying vec2 vUv;
void main() {
gl_FragDepth = texture2D(depthTex, vUv).r;
}
however gl_FragDepth
is disabled in opengl-es (and therefor webgl) is there anyway to somehow enable it, or any way to provide my own depth data that doesnt involve heavy manipulation of render targets?