34 lines
869 B
GLSL
34 lines
869 B
GLSL
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (input_attachment_index = 1, binding = 1) uniform subpassInput samplerPositionDepth;
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layout (location = 0) in vec3 inColor;
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layout (location = 1) in vec2 inUV;
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layout (location = 0) out vec4 outColor;
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layout (constant_id = 0) const float NEAR_PLANE = 0.1f;
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layout (constant_id = 1) const float FAR_PLANE = 256.0f;
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float linearDepth(float depth)
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{
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float z = depth * 2.0f - 1.0f;
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return (2.0f * NEAR_PLANE * FAR_PLANE) / (FAR_PLANE + NEAR_PLANE - z * (FAR_PLANE - NEAR_PLANE));
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}
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void main ()
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{
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// Sample depth from deferred depth buffer and discard if obscured
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float depth = subpassLoad(samplerPositionDepth).a;
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if (linearDepth(gl_FragCoord.z) > depth)
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{
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discard;
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};
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outColor.rgb = vec3(0.0, 0.25, 0.86);
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outColor.a = 0.5;
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}
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