drawDepth_optimized.frag 312 B

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  1. #version 150
  2. out vec4 outColor;
  3. noperspective in vec2 v_texCoords;
  4. uniform sampler2D u_depth;
  5. void main ()
  6. {
  7. float tmpvar_1;
  8. tmpvar_1 = texture (u_depth, v_texCoords).x;
  9. vec4 tmpvar_2;
  10. tmpvar_2.w = 1.0;
  11. tmpvar_2.x = tmpvar_1;
  12. tmpvar_2.y = tmpvar_1;
  13. tmpvar_2.z = tmpvar_1;
  14. outColor = tmpvar_2;
  15. }