| #version 310 es |
| precision mediump float; |
| |
| layout(location = 2) in vec2 vUv_1; |
| layout(location = 0) out vec4 color_1; |
| struct FragmentInput { |
| vec2 vUv; |
| }; |
| |
| struct FragmentOutput { |
| vec4 color; |
| }; |
| |
| uniform highp sampler2DShadow depthMap_texSampler; |
| |
| FragmentOutput tint_symbol(FragmentInput fIn) { |
| float tint_symbol_1 = texture(depthMap_texSampler, vec3(fIn.vUv, 0.0f)); |
| vec3 color = vec3(tint_symbol_1, tint_symbol_1, tint_symbol_1); |
| FragmentOutput fOut = FragmentOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f)); |
| fOut.color = vec4(color, 1.0f); |
| return fOut; |
| } |
| |
| void main() { |
| FragmentInput tint_symbol_2 = FragmentInput(vUv_1); |
| FragmentOutput inner_result = tint_symbol(tint_symbol_2); |
| color_1 = inner_result.color; |
| return; |
| } |