I'm working on a game for mobile platforms, and I'd like to render my effects to a lower resolution render target than the screen. The issue is, I need to start with the depth buffer from the full screen.
If the hardware supported GL_OES_depth_texture, I imagine it would be relatively straightforward, but unfortunately I don't, so I am wondering if there is any other way to get the depth information from the full screen render and use that for my lower resolution render.
If I can't actually downsample the render buffer, could I bind the higher resolution depth buffer to a render target with a lower resolution color buffer? I can't find any documentation that says that the resolutions of all the different attachments to the frame buffer object have to match in resolution, but I strongly suspect that is a requirement.
Thanks for your help!