| |
| struct FragmentInput |
| { |
| [[ location( 2 ) ]] vUv : vec2<f32>; |
| }; |
| |
| struct FragmentOutput |
| { |
| [[ location( 0 ) ]] color : vec4<f32>; |
| }; |
| |
| [[ binding( 5 ), group( 1 ) ]] var depthMap : texture_depth_2d; |
| |
| [[ binding( 3 ), group( 1 ) ]] var texSampler : sampler; |
| |
| |
| [[stage(fragment)]] |
| fn main( fIn : FragmentInput ) -> FragmentOutput |
| { |
| let sample : f32 = textureSample( depthMap , texSampler, fIn.vUv ); |
| let color : vec3<f32> = vec3<f32>( sample, sample, sample ); |
| |
| var fOut : FragmentOutput; |
| fOut.color = vec4<f32>( color, 1.0 ); |
| |
| return fOut; |
| } |