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Blitting of Depth Buffer produces black geometry

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I'm trying to combine a forward rendered skybox with deferred rendered geometry, but for some reason the geometry becomes black when I blit the depth buffer to the default framebuffer to render the skybox (otherwise the skybox draws over everything). Here are 2 photos since they're worth 2000 words  :P


Before blitting:




After blitting:




What could be the culprit? Blending? Wrong shader code?

Let me know if any code samples are needed. Thanks!  :D


I'm also planning to figure out what's with the massive performance drop between the two (11 ms vs 3 ms)...probably bad texture binding.

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