Added transparent forward pass as third subpass, demonstrate preserve attachment

This commit is contained in:
saschawillems 2017-01-11 21:25:53 +01:00
parent 1634ed065e
commit b57f74012f
9 changed files with 214 additions and 27 deletions

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@ -15,6 +15,15 @@ layout (location = 1) out vec4 outPosition;
layout (location = 2) out vec4 outNormal;
layout (location = 3) out vec4 outAlbedo;
layout (constant_id = 0) const float NEAR_PLANE = 0.1f;
layout (constant_id = 1) const float FAR_PLANE = 256.0f;
float linearDepth(float depth)
{
float z = depth * 2.0f - 1.0f;
return (2.0f * NEAR_PLANE * FAR_PLANE) / (FAR_PLANE + NEAR_PLANE - z * (FAR_PLANE - NEAR_PLANE));
}
void main()
{
outPosition = vec4(inWorldPos, 1.0);
@ -23,7 +32,10 @@ void main()
N.y = -N.y;
outNormal = vec4(N, 1.0);
outAlbedo = vec4(inColor, 1.0);
outAlbedo.rgb = inColor;
// Store linearized depth in alpha component
outPosition.a = linearDepth(gl_FragCoord.z);
// Write color attachments to avoid undefined behaviour (validation error)
outColor = vec4(0.0);

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@ -0,0 +1,33 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (input_attachment_index = 1, binding = 1) uniform subpassInput samplerPositionDepth;
layout (location = 0) in vec3 inColor;
layout (location = 1) in vec2 inUV;
layout (location = 0) out vec4 outColor;
layout (constant_id = 0) const float NEAR_PLANE = 0.1f;
layout (constant_id = 1) const float FAR_PLANE = 256.0f;
float linearDepth(float depth)
{
float z = depth * 2.0f - 1.0f;
return (2.0f * NEAR_PLANE * FAR_PLANE) / (FAR_PLANE + NEAR_PLANE - z * (FAR_PLANE - NEAR_PLANE));
}
void main ()
{
// Sample depth from deferred depth buffer and discard if obscured
float depth = subpassLoad(samplerPositionDepth).a;
if (linearDepth(gl_FragCoord.z) > depth)
{
discard;
};
outColor.rgb = vec3(0.0, 0.25, 0.86);
outColor.a = 0.5;
}

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@ -0,0 +1,27 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec4 inPos;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in vec2 inUV;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 view;
} ubo;
layout (location = 0) out vec3 outColor;
layout (location = 1) out vec2 outUV;
void main ()
{
outColor = inColor;
outUV = inUV;
gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
}

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