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- #version 460
- uniform sampler2D color_tex;
- uniform sampler2D depth_tex;
- in vec2 frag_uv;
- layout (location = 0) out vec4 frag_color;
- layout (depth_less) out float gl_FragDepth;
- void main() {
- frag_color = texture(color_tex, frag_uv);
- gl_FragDepth = texture(depth_tex, frag_uv).x;
- }
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