// Copyright 2020 Google LLC struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float3 Normal : NORMAL0; [[vk::location(1)]] float3 Color : COLOR0; [[vk::location(2)]] float3 WorldPos : POSITION0; }; struct FSOutput { [[vk::location(0)]] float4 Color : SV_TARGET0; [[vk::location(1)]] float4 Position : SV_TARGET1; [[vk::location(2)]] float4 Normal : SV_TARGET2; [[vk::location(3)]] float4 Albedo : SV_TARGET3; }; [[vk::constant_id(0)]] const float NEAR_PLANE = 0.1f; [[vk::constant_id(1)]] 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)); } FSOutput main(VSOutput input) { FSOutput output = (FSOutput)0; output.Position = float4(input.WorldPos, 1.0); float3 N = normalize(input.Normal); N.y = -N.y; output.Normal = float4(N, 1.0); output.Albedo.rgb = input.Color; // Store linearized depth in alpha component output.Position.a = linearDepth(input.Pos.z); // Write color attachments to avoid undefined behaviour (validation error) output.Color = float4(0.0, 0.0, 0.0, 0.0); return output; }