let src_texel = textureLoad( src_tex, vec2u(position.xy) - params.origin, 0u); let depth_u16_val = (src_texel.y << 8u) + src_texel.x; const one_over_max : f32 = 1.0 / f32(0xFFFFu); return f32(depth_u16_val) * one_over_max; }