#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec3 inNormal; layout (location = 1) in vec2 inUV; layout (location = 2) in vec3 inColor; layout (location = 3) in vec3 inPos; layout (location = 0) out vec4 outPosition; layout (location = 1) out vec4 outNormal; layout (location = 2) out vec4 outAlbedo; const float NEAR_PLANE = 0.1f; //todo: specialization const const float FAR_PLANE = 64.0f; //todo: specialization const float linearDepth(float depth) { float z = depth * 2.0f - 1.0f; return (2.0f * NEAR_PLANE * FAR_PLANE) / (FAR_PLANE + NEAR_PLANE - z * (FAR_PLANE - NEAR_PLANE)); } void main() { outPosition = vec4(inPos, linearDepth(gl_FragCoord.z)); outNormal = vec4(normalize(inNormal) * 0.5 + 0.5, 1.0); outAlbedo = vec4(inColor * 2.0, 1.0); }