#version 310 es | |
precision mediump float; | |
layout(set = 0, binding = 0) uniform mediump sampler uSampler; | |
layout(set = 0, binding = 1) uniform mediump texture2D uDepth; | |
layout(location = 0) out vec4 FragColor; | |
vec4 samp(texture2D t, mediump sampler s) | |
{ | |
return texture(sampler2D(t, s), vec2(0.5)); | |
} | |
void main() | |
{ | |
FragColor = samp(uDepth, uSampler); | |
} |