1#import bevy_pbr::forward_io::VertexOutput3@group(#{MATERIAL_BIND_GROUP}) @binding(0) var depth_texture: texture_depth_2d;4@group(#{MATERIAL_BIND_GROUP}) @binding(1) var depth_sampler: sampler_comparison;6@fragment7fn fragment(input: VertexOutput) -> @location(0) vec4<f32> {8 // Just draw the depth.9 let st = vec2<i32>(input.uv * vec2<f32>(textureDimensions(depth_texture).xy));10 return vec4(vec3(textureLoad(depth_texture, st, 0)), 1.0);11}