Path: blob/main/assets/shaders/show_depth_texture_material.wgsl
6592 views
#import bevy_pbr::forward_io::VertexOutput @group(#{MATERIAL_BIND_GROUP}) @binding(0) var depth_texture: texture_depth_2d; @group(#{MATERIAL_BIND_GROUP}) @binding(1) var depth_sampler: sampler_comparison; @fragment fn fragment(input: VertexOutput) -> @location(0) vec4<f32> { // Just draw the depth. let st = vec2<i32>(input.uv * vec2<f32>(textureDimensions(depth_texture).xy)); return vec4(vec3(textureLoad(depth_texture, st, 0)), 1.0); }