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var<private> positions: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
vec2<f32>(-1.0, 1.0),
vec2<f32>(-1.0, -1.0),
vec2<f32>(1.0, -1.0),
vec2<f32>(-1.0, 1.0),
vec2<f32>(1.0, 1.0),
vec2<f32>(1.0, -1.0)
);
var<private> uvs: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
vec2<f32>(0.0, 0.0),
vec2<f32>(0.0, 1.0),
vec2<f32>(1.0, 1.0),
vec2<f32>(0.0, 0.0),
vec2<f32>(1.0, 0.0),
vec2<f32>(1.0, 1.0)
);
@group(0) @binding(0) var depth_sampler: sampler;
@group(0) @binding(1) var depth_texture: texture_2d<f32>;
struct Output {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
}
@vertex
fn vs_main(@builtin(vertex_index) v_index: u32) -> Output {
var out: Output;
out.position = vec4<f32>(positions[v_index], 0.0, 1.0);
out.uv = uvs[v_index];
return out;
}
@fragment
fn fs_main(input: Output) -> @location(0) vec4<f32> {
let depth = textureSample(depth_texture, depth_sampler, input.uv).r;
if (depth > .9999) {
discard;
}
let c = 1.0 - depth;
return vec4<f32>(c, c, c, 1.0);
}
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