#version 450 layout (location = 0) in vec3 inNormal; layout (location = 1) in vec2 inUV; layout (location = 2) in vec3 inColor; layout (location = 3) in vec3 inPos; layout (location = 0) out vec4 outPosition; layout (location = 1) out vec4 outNormal; layout (location = 2) out vec4 outAlbedo; layout (set = 0, binding = 0) uniform UBO { mat4 projection; mat4 model; mat4 view; float nearPlane; float farPlane; } ubo; layout (set = 1, binding = 0) uniform sampler2D samplerColormap; float linearDepth(float depth) { float z = depth * 2.0f - 1.0f; return (2.0f * ubo.nearPlane * ubo.farPlane) / (ubo.farPlane + ubo.nearPlane - z * (ubo.farPlane - ubo.nearPlane)); } void main() { outPosition = vec4(inPos, linearDepth(gl_FragCoord.z)); outNormal = vec4(normalize(inNormal) * 0.5 + 0.5, 1.0); outAlbedo = texture(samplerColormap, inUV) * vec4(inColor, 1.0); }