// Copyright 2020 Google LLC [[vk::input_attachment_index(0)]][[vk::binding(1)]] SubpassInput samplerPositionDepth; Texture2D textureTexture : register(t2); SamplerState samplerTexture : register(s2); struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float3 Color : COLOR0; [[vk::location(1)]] float2 UV : TEXCOORD0; }; [[vk::constant_id(0)]] const float NEAR_PLANE = 0.1f; [[vk::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)); } float4 main (VSOutput input) : SV_TARGET { // Sample depth from deferred depth buffer and discard if obscured float depth = samplerPositionDepth.SubpassLoad().a; if ((depth != 0.0) && (linearDepth(input.Pos.z) > depth)) { clip(-1); }; return textureTexture.Sample(samplerTexture, input.UV); }