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- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- layout (input_attachment_index = 0, binding = 1) uniform subpassInput samplerPositionDepth;
- layout (binding = 2) uniform sampler2D samplerTexture;
-
- layout (location = 0) in vec3 inColor;
- layout (location = 1) in vec2 inUV;
-
- layout (location = 0) out vec4 outColor;
-
- 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 ()
- {
- // Sample depth from deferred depth buffer and discard if obscured
- float depth = subpassLoad(samplerPositionDepth).a;
- if ((depth != 0.0) && (linearDepth(gl_FragCoord.z) > depth))
- {
- discard;
- };
-
- outColor = texture(samplerTexture, inUV);
- }
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