procedural-3d-engine/shaders/hlsl/subpasses/gbuffer.frag

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// Copyright 2020 Google LLC
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float3 WorldPos : POSITION0;
};
struct FSOutput
{
[[vk::location(0)]] float4 Color : SV_TARGET0;
[[vk::location(1)]] float4 Position : SV_TARGET1;
[[vk::location(2)]] float4 Normal : SV_TARGET2;
[[vk::location(3)]] float4 Albedo : SV_TARGET3;
};
[[vk::constant_id(0)]] const float NEAR_PLANE = 0.1f;
[[vk::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));
}
FSOutput main(VSOutput input)
{
FSOutput output = (FSOutput)0;
output.Position = float4(input.WorldPos, 1.0);
float3 N = normalize(input.Normal);
N.y = -N.y;
output.Normal = float4(N, 1.0);
output.Albedo.rgb = input.Color;
// Store linearized depth in alpha component
output.Position.a = linearDepth(input.Pos.z);
// Write color attachments to avoid undefined behaviour (validation error)
output.Color = float4(0.0, 0.0, 0.0, 0.0);
return output;
}