#version 330

in vec2 texCoords;

uniform sampler2D colorTexture;

layout(location = 0) out vec4 fragColor;
layout(location = 1) out float depth;

void main() {
	
	vec3 result = texture(colorTexture, texCoords).rgb;
	fragColor = vec4(result, 1.0f);
	depth = gl_FragCoord.z;
}