27 lines
678 B
HLSL
27 lines
678 B
HLSL
|
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;
|
||
|
}
|