SSAO sample: Render Sponza with textures
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5 changed files with 29 additions and 15 deletions
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@ -9,7 +9,7 @@ layout (location = 0) out vec4 outPosition;
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layout (location = 1) out vec4 outNormal;
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layout (location = 2) out vec4 outAlbedo;
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layout (binding = 0) uniform UBO
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layout (set = 0, binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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@ -18,6 +18,8 @@ layout (binding = 0) uniform UBO
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float farPlane;
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} ubo;
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layout (set = 1, binding = 0) uniform sampler2D samplerColormap;
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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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@ -28,5 +30,5 @@ void main()
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{
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outPosition = vec4(inPos, linearDepth(gl_FragCoord.z));
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outNormal = vec4(normalize(inNormal) * 0.5 + 0.5, 1.0);
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outAlbedo = vec4(inColor * 2.0, 1.0);
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outAlbedo = texture(samplerColormap * inColor, inUV);
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}
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