procedural-3d-engine/data/shaders/ssao/gbuffer.frag

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2016-10-28 21:16:21 +02:00
#version 450
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
2016-10-28 21:16:21 +02:00
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);
}