RFSHp# @ GLSL.std.450main/: GL_GOOGLE_cpp_style_line_directiveGL_GOOGLE_include_directivemain linearizeDepth(f1; originalDepth UniformBlock zNear zFar'd+Sampler/TexCoord6param:FragColorH #H #G G"G!G+"G+!G/G:! !+ @   ; + + ()( *);*+- .-;./13 +34 91;9:+>?6;';6=),+=-0/W12,0Q52>'5=7'>6798 6>'8=;'=<'=='P1?;<=>>:?86 7  A= A=A== A=A= ! "!#"$#$8cbuffer UniformBlock : register(b0) { float _15_zNear : packoffset(c0); float _15_zFar : packoffset(c0.y); }; Texture2D Sampler : register(t0); SamplerState _Sampler_sampler : register(s0); static float2 TexCoord; static float4 FragColor; struct SPIRV_Cross_Input { float2 TexCoord : TEXCOORD0; }; struct SPIRV_Cross_Output { float4 FragColor : SV_Target0; }; float linearizeDepth(float originalDepth) { return (2.0f * _15_zNear) / ((_15_zFar + _15_zNear) - (originalDepth * (_15_zFar - _15_zNear))); } void frag_main() { float d = Sampler.Sample(_Sampler_sampler, TexCoord).x; float param = d; d = linearizeDepth(param); FragColor = float4(d, d, d, 1.0f); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { TexCoord = stage_input.TexCoord; frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = FragColor; return stage_output; }