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"Is this approach even possible?" What you could do is make a fine resolution full screen "quad" that has it's verticies displaced in the vertex shader according to a lookup into your "depth buffer" texture. That way, the perceived depth of your grayscale image will be written into the currently bound framebuffers depth buffer. "I want to write a shader ...


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You could use a different approach for your list. Linked list. where each item hold a pointer to the next item in list. Insertion and removal cost is O(1). This is not cache friendly though, but you can try. Better sorting methods, e.g. if you use a bubble-sort, you can pick a much better algo that suits your case better (single insertions/removals don't ...



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