forked from Mirror/Ryujinx
10 lines
186 B
GLSL
10 lines
186 B
GLSL
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#version 450 core
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layout (binding = 0, set = 2) uniform sampler2D texDepth;
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layout (location = 0) in vec2 tex_coord;
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void main()
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{
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gl_FragDepth = texture(texDepth, tex_coord).r;
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}
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