/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct UBO { float4x4 projection; float4x4 view; float4x4 model; float4x4 lightSpace; float4 lightPos; float zNear; float zFar; }; ConstantBuffer ubo; Sampler2D samplerColor; float LinearizeDepth(float depth) { float n = ubo.zNear; float f = ubo.zFar; float z = depth; return (2.0 * n) / (f + n - z * (f - n)); } struct VSOutput { float4 Pos : SV_POSITION; float2 UV; }; [shader("vertex")] VSOutput vertexMain(uint VertexIndex: SV_VertexID) { VSOutput output; output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2); output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f); return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { float depth = samplerColor.Sample(input.UV).r; return float4((1.0 - LinearizeDepth(depth)).xxx, 1.0); }