#version 330

in vec2 UV;

layout(location = 0) out uvec2 D;

uniform usampler2D texDepthPrev;
uniform usampler2D texDepthNow;
uniform vec2 resolution;

void main(){
	D = texture(texDepthNow, UV).rg;
	if (D.x == uint(1 << 30)) {
		D = texture(texDepthPrev, UV).rg;
	}
}