2020-05-21 10:20:19 +00:00
|
|
|
// Copyright 2020 Google LLC
|
|
|
|
|
|
|
|
|
|
Texture2D textureColor : register(t1);
|
|
|
|
|
SamplerState samplerColor : register(s1);
|
|
|
|
|
|
2022-05-08 11:43:06 +02:00
|
|
|
struct UBO
|
|
|
|
|
{
|
|
|
|
|
float4x4 projection;
|
|
|
|
|
float4x4 view;
|
|
|
|
|
float4x4 model;
|
|
|
|
|
float4x4 lightSpace;
|
|
|
|
|
float4 lightPos;
|
|
|
|
|
float zNear;
|
|
|
|
|
float zFar;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
cbuffer ubo : register(b0) { UBO ubo; }
|
|
|
|
|
|
2020-05-21 10:20:19 +00:00
|
|
|
float LinearizeDepth(float depth)
|
|
|
|
|
{
|
2022-05-08 11:43:06 +02:00
|
|
|
float n = ubo.zNear;
|
|
|
|
|
float f = ubo.zFar;
|
2020-05-21 10:20:19 +00:00
|
|
|
float z = depth;
|
|
|
|
|
return (2.0 * n) / (f + n - z * (f - n));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
|
|
|
|
|
{
|
|
|
|
|
float depth = textureColor.Sample(samplerColor, inUV).r;
|
|
|
|
|
return float4((1.0-LinearizeDepth(depth)).xxx, 1.0);
|
|
|
|
|
}
|