A question about depthMap texture and compute shader

Iam new to opengl and I have basic knowledge especially in texture map and similar things
what I trying to do is to generate depthMap from fragment shader and then pass this depthmap into compute shader and copy the depthmap and use the new copy and pass it to another shader as uniform sampler2D and her is my code
creat the texture and depthMap frame buffer

const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
	unsigned int depthMapFBO;
	glGenFramebuffers(1, &depthMapFBO);
	// create depth texture
	unsigned int depthMap;
	glGenTextures(1, &depthMap);
	glBindTexture(GL_TEXTURE_2D, depthMap);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	// attach depth texture as FBO's depth buffer
	glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
	glDrawBuffer(GL_NONE);
	glReadBuffer(GL_NONE);
	glBindFramebuffer(GL_FRAMEBUFFER, 0);

then I bind it and render the scene

	    glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
		glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
		glClear(GL_DEPTH_BUFFER_BIT);
		glActiveTexture(GL_TEXTURE0);
		
		renderScene(simpleDepthShader,box);

how can I pass the depthMap to the compute shader before the simpleDepthShader and make copy from the depthMap and use the new copy and pass it to simpleDepthShader