30 lines
733 B
GLSL
30 lines
733 B
GLSL
#version 310 es
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precision mediump float;
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layout(location = 2) in vec2 vUv_1;
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layout(location = 0) out vec4 color_1;
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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 sampler2DShadow depthMap_texSampler;
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FragmentOutput tint_symbol(FragmentInput fIn) {
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float tint_symbol_1 = texture(depthMap_texSampler, vec3(fIn.vUv, 0.0f));
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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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void main() {
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FragmentInput tint_symbol_2 = FragmentInput(vUv_1);
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FragmentOutput inner_result = tint_symbol(tint_symbol_2);
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color_1 = inner_result.color;
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return;
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}
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