47 lines
1.0 KiB
GLSL
47 lines
1.0 KiB
GLSL
#version 310 es
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precision mediump float;
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struct FragmentInput {
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vec2 vUv;
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};
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struct FragmentOutput {
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vec4 color;
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};
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uniform highp sampler2D depthMap;
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struct tint_symbol_3 {
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vec2 vUv;
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};
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struct tint_symbol_4 {
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vec4 color;
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};
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FragmentOutput tint_symbol_inner(FragmentInput fIn) {
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float tint_symbol_1 = texture(depthMap, fIn.vUv).x;
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vec3 color = vec3(tint_symbol_1, tint_symbol_1, tint_symbol_1);
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FragmentOutput fOut = FragmentOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f));
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fOut.color = vec4(color, 1.0f);
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return fOut;
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}
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tint_symbol_4 tint_symbol(tint_symbol_3 tint_symbol_2) {
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FragmentInput tint_symbol_5 = FragmentInput(tint_symbol_2.vUv);
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FragmentOutput inner_result = tint_symbol_inner(tint_symbol_5);
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tint_symbol_4 wrapper_result = tint_symbol_4(vec4(0.0f, 0.0f, 0.0f, 0.0f));
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wrapper_result.color = inner_result.color;
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return wrapper_result;
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}
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in vec2 vUv;
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out vec4 color;
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void main() {
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tint_symbol_3 inputs;
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inputs.vUv = vUv;
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tint_symbol_4 outputs;
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outputs = tint_symbol(inputs);
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color = outputs.color;
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}
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