#version 310 es precision mediump float; layout(location = 2) in vec2 vUv_1; layout(location = 0) out vec4 color_1; struct FragmentInput { vec2 vUv; }; struct FragmentOutput { vec4 color; }; uniform highp sampler2DShadow depthMap_texSampler; FragmentOutput tint_symbol(FragmentInput fIn) { float tint_symbol_1 = texture(depthMap_texSampler, vec3(fIn.vUv, 0.0f)); vec3 color = vec3(tint_symbol_1, tint_symbol_1, tint_symbol_1); FragmentOutput fOut = FragmentOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f)); fOut.color = vec4(color, 1.0f); return fOut; } void main() { FragmentInput tint_symbol_2 = FragmentInput(vUv_1); FragmentOutput inner_result = tint_symbol(tint_symbol_2); color_1 = inner_result.color; return; }