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; | |
} |