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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 vec3 inColor;
- layout (location = 2) in vec3 inWorldPos;
-
- layout (location = 0) out vec4 outColor;
- layout (location = 1) out vec4 outPosition;
- layout (location = 2) out vec4 outNormal;
- layout (location = 3) out vec4 outAlbedo;
-
- layout (constant_id = 0) const float NEAR_PLANE = 0.1f;
- layout (constant_id = 1) const float FAR_PLANE = 256.0f;
-
- 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(inWorldPos, 1.0);
-
- vec3 N = normalize(inNormal);
- N.y = -N.y;
- outNormal = vec4(N, 1.0);
-
- outAlbedo.rgb = inColor;
-
- // Store linearized depth in alpha component
- outPosition.a = linearDepth(gl_FragCoord.z);
-
- // Write color attachments to avoid undefined behaviour (validation error)
- outColor = vec4(0.0);
- }
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