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- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- layout (binding = 1) uniform sampler2D samplerPosition;
- layout (binding = 2) uniform sampler2D samplerNormal;
- layout (binding = 3) uniform sampler2D samplerAlbedo;
- layout (binding = 5) uniform sampler2DArray samplerDepth;
-
- layout (location = 0) in vec3 inUV;
-
- layout (location = 0) out vec4 outFragColor;
-
- float LinearizeDepth(float depth)
- {
- float n = 0.1; // camera z near
- float f = 64.0; // camera z far
- float z = depth;
- return (2.0 * n) / (f + n - z * (f - n));
- }
-
- void main()
- {
- // Display depth from light's point-of-view
- // inUV.w = number of light source
- float depth = texture(samplerDepth, vec3(inUV)).r;
- outFragColor = vec4(vec3(1.0 - LinearizeDepth(depth)), 0.0);
- }
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