Added transparent forward pass as third subpass, demonstrate preserve attachment
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1634ed065e
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9 changed files with 214 additions and 27 deletions
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@ -15,6 +15,15 @@ layout (location = 1) out vec4 outPosition;
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layout (location = 2) out vec4 outNormal;
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layout (location = 3) out vec4 outAlbedo;
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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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outPosition = vec4(inWorldPos, 1.0);
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@ -23,7 +32,10 @@ void main()
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N.y = -N.y;
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outNormal = vec4(N, 1.0);
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outAlbedo = vec4(inColor, 1.0);
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outAlbedo.rgb = inColor;
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// Store linearized depth in alpha component
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outPosition.a = linearDepth(gl_FragCoord.z);
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// Write color attachments to avoid undefined behaviour (validation error)
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outColor = vec4(0.0);
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33
data/shaders/subpasses/transparent.frag
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data/shaders/subpasses/transparent.frag
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@ -0,0 +1,33 @@
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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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data/shaders/subpasses/transparent.frag.spv
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data/shaders/subpasses/transparent.frag.spv
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27
data/shaders/subpasses/transparent.vert
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data/shaders/subpasses/transparent.vert
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@ -0,0 +1,27 @@
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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 (location = 0) in vec4 inPos;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec3 inNormal;
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layout (location = 3) in vec2 inUV;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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mat4 view;
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} ubo;
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layout (location = 0) out vec3 outColor;
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layout (location = 1) out vec2 outUV;
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void main ()
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{
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outColor = inColor;
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outUV = inUV;
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
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}
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data/shaders/subpasses/transparent.vert.spv
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data/shaders/subpasses/transparent.vert.spv
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