uniform isampler2D source_data; uniform int mip; in vec2 texCoord_interp; void main() { uint val = textureLod(source_data, texCoord_interp, mip).r; uint stencil = (val >> 24) & 0xFFu; uint depth = (val)&0xFFFFFFu; gl_FragDepth = float(depth) / float(0xFFFFFFu); }