// Copyright 2020 Google LLC struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float3 Normal : NORMAL0; [[vk::location(1)]] float2 UV : TEXCOORD0; [[vk::location(2)]] float3 Color : COLOR0; [[vk::location(3)]] float3 WorldPos : POSITION0; }; struct FSOutput { float4 Position : SV_TARGET0; float4 Normal : SV_TARGET1; float4 Albedo : SV_TARGET2; }; static const float NEAR_PLANE = 0.1f; //todo: specialization const static const float FAR_PLANE = 64.0f; //todo: specialization const 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)); } FSOutput main(VSOutput input) { FSOutput output = (FSOutput)0; output.Position = float4(input.WorldPos, linearDepth(input.Pos.z)); output.Normal = float4(normalize(input.Normal) * 0.5 + 0.5, 1.0); output.Albedo = float4(input.Color * 2.0, 1.0); return output; }