// Copyright 2020 Google LLC
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
[[vk::location(2)]] float3 Color : COLOR0;
[[vk::location(3)]] float3 WorldPos : POSITION0;
};
struct UBO
float4x4 projection;
float4x4 model;
float4x4 view;
float nearPlane;
float farPlane;
cbuffer ubo : register(b0) { UBO ubo; }
Texture2D textureColorMap : register(t0, space1);
SamplerState samplerColorMap : register(s0, space1);
struct FSOutput
float4 Position : SV_TARGET0;
float4 Normal : SV_TARGET1;
float4 Albedo : SV_TARGET2;
float linearDepth(float depth)
float z = depth * 2.0f - 1.0f;
return (2.0f * ubo.nearPlane * ubo.farPlane) / (ubo.farPlane + ubo.nearPlane - z * (ubo.farPlane - ubo.nearPlane));
}
FSOutput main(VSOutput input)
FSOutput output = (FSOutput)0;
output.Position = float4(input.WorldPos, linearDepth(input.Pos.z));
output.Normal = float4(normalize(input.Normal) * 0.5 + 0.5, 1.0);
output.Albedo = textureColorMap.Sample(samplerColorMap, input.UV) * float4(input.Color, 1.0);
return output;