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I would like to downsample my depth buffer and my normals.
For that, I take in input of my shader, the corresponding textures (depth, normal), and I write my new values in a multi render target.

I downsample the normals by doing a simple average of four texels and for the depth buffer, I can choose the max or min of four texels.

My color attachment's format for the downsampled buffer is R32F.
How could I write my new depth floating point value in it?
I tried: gl_FragData[1].r = newDepth; But it doesn't seem to store correctly a float with 32 bits precision.

To get a pixel's depth, I know that I can do:
float depth = texture2D(depth, tc).x;
But what about to output a single float with 32 bits precision?

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    $\begingroup$ Why do you think it does not store correctly? Does your GL_DEPTH_COMPONENT is also 32 bit float type? $\endgroup$
    – mdkdy
    Commented Jan 28, 2017 at 10:28

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