| #version 310 es |
| precision mediump float; |
| |
| struct FragmentInput { |
| vec2 vUv; |
| }; |
| |
| struct FragmentOutput { |
| vec4 color; |
| }; |
| |
| struct tint_symbol_3 { |
| vec2 vUv; |
| }; |
| |
| struct tint_symbol_4 { |
| vec4 color; |
| }; |
| |
| uniform highp sampler2D depthMap_texSampler; |
| |
| FragmentOutput tint_symbol_inner(FragmentInput fIn) { |
| float tint_symbol_1 = texture(depthMap_texSampler, fIn.vUv).x; |
| 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; |
| } |
| |
| tint_symbol_4 tint_symbol(tint_symbol_3 tint_symbol_2) { |
| FragmentInput tint_symbol_5 = FragmentInput(tint_symbol_2.vUv); |
| FragmentOutput inner_result = tint_symbol_inner(tint_symbol_5); |
| tint_symbol_4 wrapper_result = tint_symbol_4(vec4(0.0f, 0.0f, 0.0f, 0.0f)); |
| wrapper_result.color = inner_result.color; |
| return wrapper_result; |
| } |
| layout(location = 2) in vec2 vUv; |
| layout(location = 0) out vec4 color; |
| |
| void main() { |
| tint_symbol_3 inputs; |
| inputs.vUv = vUv; |
| tint_symbol_4 outputs; |
| outputs = tint_symbol(inputs); |
| color = outputs.color; |
| } |
| |