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

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2D samplerColor;
layout (binding = 2) uniform sampler2D samplerNormalMap;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inWorldPos;
layout (location = 0) out vec4 outColor;
layout (location = 1) out vec4 outPosition;
layout (location = 2) out vec4 outNormal;
layout (location = 3) out vec4 outAlbedo;
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()
{
outPosition = vec4(inWorldPos, 1.0);
vec3 N = normalize(inNormal);
N.y = -N.y;
outNormal = vec4(N, 1.0);
outAlbedo.rgb = inColor;
// Store linearized depth in alpha component
outPosition.a = linearDepth(gl_FragCoord.z);
// Write color attachments to avoid undefined behaviour (validation error)
outColor = vec4(0.0);
}