def draw_depth(self, texture, near, far, pos=(<NUM_LIT:0.0>, <NUM_LIT:0.0>), scale=(<NUM_LIT:1.0>, <NUM_LIT:1.0>)):
if not self.initialized:<EOL><INDENT>self.init()<EOL><DEDENT>self._depth_shader["<STR_LIT>"].value = (pos[<NUM_LIT:0>] - <NUM_LIT:1.0>, pos[<NUM_LIT:1>] - <NUM_LIT:1.0>)<EOL>self._depth_shader["<STR_LIT>"].value = (scale[<NUM_LIT:0>], scale[<NUM_LIT:1>])<EOL>self._depth_shader["<STR_LIT>"].value = near<EOL>self._depth_shader["<STR_LIT>"].value = far<EOL>self._depth_sampler.use(location=<NUM_LIT:0>)<EOL>texture.use(location=<NUM_LIT:0>)<EOL>self._depth_shader["<STR_LIT>"].value = <NUM_LIT:0><EOL>self._quad.render(self._depth_shader)<EOL>self._depth_sampler.clear(location=<NUM_LIT:0>)<EOL>
Draw depth buffer linearized.
By default this will draw the texture as a full screen quad.
A sampler will be used to ensure the right conditions to draw the depth buffer.

:param near: Near plane in projection
:param far: Far plane in projection
:param pos: (tuple) offset x, y
:param scale: (tuple) scale x, y