Moved shaders to new directory
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// Copyright 2020 Google LLC
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Texture2D textureColor : register(t1);
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SamplerState samplerColor : register(s1);
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struct UBO
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{
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float4x4 projection;
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float4x4 view;
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float4x4 model;
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float4x4 lightSpace;
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float4 lightPos;
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float zNear;
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float zFar;
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};
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cbuffer ubo : register(b0) { UBO ubo; }
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float LinearizeDepth(float depth)
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{
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float n = ubo.zNear;
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float f = ubo.zFar;
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float z = depth;
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return (2.0 * n) / (f + n - z * (f - n));
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}
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float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
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{
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float depth = textureColor.Sample(samplerColor, inUV).r;
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return float4((1.0-LinearizeDepth(depth)).xxx, 1.0);
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}
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