struct FragmentInput { [[location(2)]] vUv : vec2; }; struct FragmentOutput { [[location(0)]] color : vec4; }; [[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 = vec3(sample, sample, sample); var fOut : FragmentOutput; fOut.color = vec4(color, 1.0); return fOut; }