| struct FragmentOutput { |
| float4 color; |
| }; |
| |
| struct FragmentInput { |
| float2 vUv; |
| }; |
| |
| struct main_outputs { |
| float4 FragmentOutput_color : SV_Target0; |
| }; |
| |
| struct main_inputs { |
| float2 FragmentInput_vUv : TEXCOORD2; |
| }; |
| |
| |
| Texture2D depthMap : register(t5, space1); |
| SamplerState texSampler : register(s3, space1); |
| FragmentOutput main_inner(FragmentInput fIn) { |
| float tint_symbol = depthMap.Sample(texSampler, fIn.vUv); |
| float3 color = float3(tint_symbol, tint_symbol, tint_symbol); |
| FragmentOutput fOut = (FragmentOutput)0; |
| fOut.color = float4(color, 1.0f); |
| FragmentOutput v = fOut; |
| return v; |
| } |
| |
| main_outputs main(main_inputs inputs) { |
| FragmentInput v_1 = {inputs.FragmentInput_vUv}; |
| FragmentOutput v_2 = main_inner(v_1); |
| main_outputs v_3 = {v_2.color}; |
| return v_3; |
| } |
| |