/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float4 Pos; float3 Color; float3 Normal; float2 UV; }; struct VSOutput { float4 Pos : SV_POSITION; float3 Color; float2 UV; }; struct UBO { float4x4 projection; float4x4 model; float4x4 view; }; ConstantBuffer ubo; [[vk::input_attachment_index(0)]] SubpassInput samplerPositionDepth; Sampler2D samplerTexture; [[SpecializationConstant]] const float NEAR_PLANE = 0.1f; [[SpecializationConstant]] 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)); } [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; output.Color = input.Color; output.UV = input.UV; output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0)))); return output; } [shader("fragment")] float4 fragmentMain (VSOutput input) { // 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 samplerTexture.Sample(input.UV); }