#version 310 es precision mediump float; struct FragmentInput { vec2 vUv; }; struct FragmentOutput { vec4 color; }; uniform highp sampler2D depthMap; struct tint_symbol_3 { vec2 vUv; }; struct tint_symbol_4 { vec4 color; }; FragmentOutput tint_symbol_inner(FragmentInput fIn) { float tint_symbol_1 = texture(depthMap, fIn.vUv).x; 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; } tint_symbol_4 tint_symbol(tint_symbol_3 tint_symbol_2) { FragmentInput tint_symbol_5 = FragmentInput(tint_symbol_2.vUv); FragmentOutput inner_result = tint_symbol_inner(tint_symbol_5); tint_symbol_4 wrapper_result = tint_symbol_4(vec4(0.0f, 0.0f, 0.0f, 0.0f)); wrapper_result.color = inner_result.color; return wrapper_result; } in vec2 vUv; out vec4 color; void main() { tint_symbol_3 inputs; inputs.vUv = vUv; tint_symbol_4 outputs; outputs = tint_symbol(inputs); color = outputs.color; }