Hi Sebastian,

as for depth buffer - you might try ( not sure though ) two approaches

a) use depth replace shader ( replace current depth with provided depth )
b) use depth testing in shader - such that you manually compute depth
value  and compare it with attached depth texture in shader see
http://olivers.posterous.com/linear-depth-in-glsl-for-real for example
for hints on how depth is computed

Regards
Sergey
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