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; | |
} |