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; }