// Copyright 2020 Google LLC [[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; }; cbuffer ubo : register(b2) { UBO ubo; } float3 brightnessContrast(float3 color, float brightness, float contrast) { return (color - 0.5) * contrast + 0.5 + brightness; } float4 main() : SV_TARGET { // 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); } // 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); } return 0.xxxx; }