#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform sampler2D samplerPosition; layout (binding = 2) uniform sampler2D samplerNormal; layout (binding = 3) uniform sampler2D samplerAlbedo; layout (binding = 5) uniform sampler2DArray samplerDepth; layout (location = 0) in vec3 inUV; layout (location = 0) out vec4 outFragColor; float LinearizeDepth(float depth) { float n = 1.0; // camera z near float f = 96.0; // camera z far float z = depth; return (2.0 * n) / (f + n - z * (f - n)); } void main() { vec3 components[3]; components[0] = texture(samplerPosition, inUV.st).rgb; components[1] = texture(samplerNormal, inUV.st).rgb; //components[2] = texture(samplerDepth, inUV.st).rgb; // Uncomment to display specular component //components[2] = vec3(texture(samplerAlbedo, inUV.st).a); // Select component depending on z coordinate of quad highp int index = int(inUV.z); if (index == 2) { float depth = texture(samplerDepth, vec3(inUV.st, 0.0)).r; outFragColor = vec4(vec3(1.0-LinearizeDepth(depth)), 1.0); } else { outFragColor.rgb = components[index]; } }