Is it possible to render depth buffer with WebGLMultipleRenderTargets?

Hi, I’m trying to write a custom deferred shading. I use WebGLMultipleRenderTargets to compose my gbuffer but it doesn’t seem like I could let it renders along with a depth texture unlike you can with a regular WebGLRenderTarget.

Is this correct? If so, is there a get around to achieve it without rendering extra pass with another WebGLRenderTarget just for a depth texture?

Any help would be appreciated!

My bad, it was my mistake that I misplaced .clearDepth() call when I rewrite my code to deferred. Just confirmed that I am able to render out the depth to a depth texture in a same way you do with WebGLRenderTarget