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About depth buffer of FBO

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My program renders in 3 passes. for each pass, it updates a render target which is a texture attached to the FBO, the sizes of these 3 textures are different. But FBO extension requires all the attached texture to be the same size, I am wondering whether I can use z-cull to kill some pixel shaders. My question is, if I set proper depth value for each pixel in first pass, then in second pass or third pass, when I switch the rendertarget from one texture to another, these depth values still work ? does all the textures,which is attached to FBO as render target, share one depth buffer ? Apart from z-cull, is there anyway kill irrelevent pixel shader ? can I accomplish it by settting proper viewport ?if there are several ways, which one is fastest ? Thank you.

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