Hi everybody. I'm experiencing a strange behaviour. If I render my FBO, the
shader (SHL_CHUNK) associated to objects in the scene seems not to be able
to extract the gl_FragCoord.z component.
E.G. let's suppose I'm inside the fragment shader of an object inside the
scene view from the FBO, if I want as gl_FragData[n]  (output) the
gl_FragCoord.z   I get a saturated value of 1.0 or something similar. The
strange thing is tha gl_FragCoord.x and gl_FragCoord.y    are correct.
If I "visualize"   gl_FragCoord.w  I get something like a " 1.0 -
Zbuffer"....similar to a z-buffer but inverted (near objects are white and
far ar black).
But I think the "w" component is not just "1 - z".
Can anybody please help me understanding how to extract the z value because
I simply need to create a zbuffer to a texture

Many thanxs

Erik
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