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; }