This is the general-purpose approach we will take for shadow maps, environment maps, and laying out g-buffers when MRT is not supported. You are welcome to bend the renderer however you need in the meantime, but I just want to give you a heads up that merging in future versions of Cesium may be challenging as we update the renderer for shadows and WebGL 2.
TypeError: Cannot read property '_target' of undefined
TypeError: Cannot read property '_target' of undefined
at UniformSampler.set
at ShaderProgram._setUniforms
at continueDraw
at Context.draw
at DrawCommand.execute
at executeCommand
at executeTranslucentCommandsSortedMRT
at OIT.executeCommands
at scene._executeOITFunction
at executeCommands
glsl:
gl_FragColor.rgb= texture2D(czm_globeDepthTexture, vec2(0.,0.)).xxx;