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; | |
@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; | |
} |