| 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; | |
| } |