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- #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);
- }
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