Moved shaders to new directory
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#version 450
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layout (input_attachment_index = 0, binding = 1) uniform subpassInput samplerPositionDepth;
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layout (binding = 2) uniform sampler2D samplerTexture;
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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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// Save the sampled texture color before discarding.
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// This is to avoid implicit derivatives in non-uniform control flow.
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vec4 sampledColor = texture(samplerTexture, inUV);
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if ((depth != 0.0) && (linearDepth(gl_FragCoord.z) > depth))
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{
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discard;
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};
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outColor = sampledColor;
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}
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