| 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; | |
| } |