procedural-3d-engine/data/shaders/subpasses/transparent.frag

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#version 450
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;
// Save the sampled texture color before discarding.
// This is to avoid implicit derivatives in non-uniform control flow.
vec4 sampledColor = texture(samplerTexture, inUV);
if ((depth != 0.0) && (linearDepth(gl_FragCoord.z) > depth))
{
discard;
};
outColor = sampledColor;
}