/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSOutput { float4 Pos : SV_POSITION; }; [[vk::input_attachment_index(0)]] [[vk::binding(0)]] SubpassInput inputColor; [[vk::input_attachment_index(1)]] [[vk::binding(1)]] SubpassInput inputDepth; struct UBO { float2 brightnessContrast; float2 range; int attachmentIndex; }; ConstantBuffer ubo; float3 brightnessContrast(float3 color, float brightness, float contrast) { return (color - 0.5) * contrast + 0.5 + brightness; } [shader("vertex")] VSOutput vertexMain(uint VertexIndex: SV_VertexID) { VSOutput output; output.Pos = float4(float2((VertexIndex << 1) & 2, VertexIndex & 2) * 2.0f - 1.0f, 0.0f, 1.0f); return output; } [shader("fragment")] float4 fragmentMain() { // Apply brightness and contrast filer to color input if (ubo.attachmentIndex == 0) { // Read color from previous color input attachment float3 color = inputColor.SubpassLoad().rgb; return float4(brightnessContrast(color, ubo.brightnessContrast[0], ubo.brightnessContrast[1]), 1.0); } // Visualize depth input range if (ubo.attachmentIndex == 1) { // Read depth from previous depth input attachment float depth = inputDepth.SubpassLoad().r; return float4((depth - ubo.range[0]) * 1.0 / (ubo.range[1] - ubo.range[0]).xxx, 1.0); } return float4(1.0); }