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Depth buffer stores a depth (z-coordinate) of a rendered pixel of a 3D scene. Depth buffer is used in Z-buffering (management of image depth coordinates). Because of this depth buffer is often called Z-buffer.

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Why does reading my depth texture in GLSL return less than one?

This difference in image formats in GLSL is explained by Khronos here. Specifically: Depth formats These image formats store depth information. There are two kinds of depth formats: normalized intege …
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