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; }; FragmentOutput main_inner(FragmentInput fIn) { 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); return fOut; } tint_symbol_3 main(tint_symbol_2 tint_symbol_1) { const FragmentInput tint_symbol_4 = {tint_symbol_1.vUv}; const FragmentOutput inner_result = main_inner(tint_symbol_4); tint_symbol_3 wrapper_result = (tint_symbol_3)0; wrapper_result.color = inner_result.color; return wrapper_result; }