2016-07-14 23:44:08 +02:00
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#version 450
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layout (binding = 1) uniform sampler2D samplerPosition;
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layout (binding = 2) uniform sampler2D samplerNormal;
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layout (binding = 3) uniform sampler2D samplerAlbedo;
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layout (binding = 5) uniform sampler2DArray samplerDepth;
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layout (location = 0) in vec3 inUV;
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layout (location = 0) out vec4 outFragColor;
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float LinearizeDepth(float depth)
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{
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2016-07-17 18:34:52 +02:00
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float n = 0.1; // camera z near
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float f = 64.0; // camera z far
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2016-07-14 23:44:08 +02:00
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float z = depth;
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return (2.0 * n) / (f + n - z * (f - n));
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}
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void main()
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{
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2016-07-17 18:34:52 +02:00
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// Display depth from light's point-of-view
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// inUV.w = number of light source
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float depth = texture(samplerDepth, vec3(inUV)).r;
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outFragColor = vec4(vec3(1.0 - LinearizeDepth(depth)), 0.0);
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2016-07-14 23:44:08 +02:00
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}
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