#version 310 es precision mediump float; layout(set = 0, binding = 0) uniform mediump sampler uSampler; layout(set = 0, binding = 1) uniform mediump texture2D uDepth; layout(location = 0) out vec4 FragColor; vec4 samp(texture2D t, mediump sampler s) { return texture(sampler2D(t, s), vec2(0.5)); } void main() { FragColor = samp(uDepth, uSampler); }