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; }