| struct FragmentInput { |
| float2 vUv; |
| }; |
| struct FragmentOutput { |
| float4 color; |
| }; |
| |
| Texture2D depthMap : register(t5, space1); |
| SamplerState texSampler : register(s3, space1); |
| |
| struct tint_symbol_2 { |
| float2 vUv : TEXCOORD2; |
| }; |
| struct tint_symbol_3 { |
| float4 color : SV_Target0; |
| }; |
| |
| tint_symbol_3 main(tint_symbol_2 tint_symbol_1) { |
| const FragmentInput fIn = {tint_symbol_1.vUv}; |
| const float tint_symbol = depthMap.Sample(texSampler, fIn.vUv).x; |
| const float3 color = float3(tint_symbol, tint_symbol, tint_symbol); |
| FragmentOutput fOut = (FragmentOutput)0; |
| fOut.color = float4(color, 1.0f); |
| const tint_symbol_3 tint_symbol_4 = {fOut.color}; |
| return tint_symbol_4; |
| } |