43 lines
No EOL
1.2 KiB
GLSL
43 lines
No EOL
1.2 KiB
GLSL
#version 450
|
|
|
|
#extension GL_ARB_separate_shader_objects : enable
|
|
#extension GL_ARB_shading_language_420pack : enable
|
|
|
|
layout (binding = 1) uniform sampler2D samplerPosition;
|
|
layout (binding = 2) uniform sampler2D samplerNormal;
|
|
layout (binding = 3) uniform sampler2D samplerAlbedo;
|
|
layout (binding = 5) uniform sampler2DArray samplerDepth;
|
|
|
|
layout (location = 0) in vec3 inUV;
|
|
|
|
layout (location = 0) out vec4 outFragColor;
|
|
|
|
float LinearizeDepth(float depth)
|
|
{
|
|
float n = 1.0; // camera z near
|
|
float f = 96.0; // camera z far
|
|
float z = depth;
|
|
return (2.0 * n) / (f + n - z * (f - n));
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec3 components[3];
|
|
components[0] = texture(samplerPosition, inUV.st).rgb;
|
|
components[1] = texture(samplerNormal, inUV.st).rgb;
|
|
//components[2] = texture(samplerDepth, inUV.st).rgb;
|
|
// Uncomment to display specular component
|
|
//components[2] = vec3(texture(samplerAlbedo, inUV.st).a);
|
|
|
|
// Select component depending on z coordinate of quad
|
|
highp int index = int(inUV.z);
|
|
if (index == 2)
|
|
{
|
|
float depth = texture(samplerDepth, vec3(inUV.st, 0.0)).r;
|
|
outFragColor = vec4(vec3(1.0-LinearizeDepth(depth)), 1.0);
|
|
}
|
|
else
|
|
{
|
|
outFragColor.rgb = components[index];
|
|
}
|
|
} |