#version 450 layout (input_attachment_index = 0, binding = 1) uniform subpassInput samplerPositionDepth; layout (binding = 2) uniform sampler2D samplerTexture; 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; // Save the sampled texture color before discarding. // This is to avoid implicit derivatives in non-uniform control flow. vec4 sampledColor = texture(samplerTexture, inUV); if ((depth != 0.0) && (linearDepth(gl_FragCoord.z) > depth)) { discard; }; outColor = sampledColor; }