2017-01-11 21:25:53 +01:00
|
|
|
#version 450
|
|
|
|
|
|
2017-03-25 12:58:52 +01:00
|
|
|
layout (input_attachment_index = 0, binding = 1) uniform subpassInput samplerPositionDepth;
|
2017-01-14 16:06:44 +01:00
|
|
|
layout (binding = 2) uniform sampler2D samplerTexture;
|
2017-01-11 21:25:53 +01:00
|
|
|
|
|
|
|
|
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;
|
2020-02-13 00:58:44 -05:00
|
|
|
|
|
|
|
|
// Save the sampled texture color before discarding.
|
|
|
|
|
// This is to avoid implicit derivatives in non-uniform control flow.
|
|
|
|
|
vec4 sampledColor = texture(samplerTexture, inUV);
|
2017-01-12 20:02:55 +01:00
|
|
|
if ((depth != 0.0) && (linearDepth(gl_FragCoord.z) > depth))
|
2017-01-11 21:25:53 +01:00
|
|
|
{
|
|
|
|
|
discard;
|
|
|
|
|
};
|
|
|
|
|
|
2020-02-13 00:58:44 -05:00
|
|
|
outColor = sampledColor;
|
2017-01-11 21:25:53 +01:00
|
|
|
}
|