46 lines
No EOL
1.1 KiB
GLSL
46 lines
No EOL
1.1 KiB
GLSL
// Copyright 2020 Google LLC
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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[[vk::location(2)]] float3 Color : COLOR0;
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[[vk::location(3)]] float3 WorldPos : POSITION0;
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 model;
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float4x4 view;
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float nearPlane;
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float farPlane;
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};
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cbuffer ubo : register(b0) { UBO ubo; }
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Texture2D textureColorMap : register(t0, space1);
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SamplerState samplerColorMap : register(s0, space1);
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struct FSOutput
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{
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float4 Position : SV_TARGET0;
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float4 Normal : SV_TARGET1;
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float4 Albedo : SV_TARGET2;
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};
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float linearDepth(float depth)
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{
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float z = depth * 2.0f - 1.0f;
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return (2.0f * ubo.nearPlane * ubo.farPlane) / (ubo.farPlane + ubo.nearPlane - z * (ubo.farPlane - ubo.nearPlane));
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}
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FSOutput main(VSOutput input)
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{
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FSOutput output = (FSOutput)0;
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output.Position = float4(input.WorldPos, linearDepth(input.Pos.z));
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output.Normal = float4(normalize(input.Normal) * 0.5 + 0.5, 1.0);
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output.Albedo = textureColorMap.Sample(samplerColorMap, input.UV) * float4(input.Color, 1.0);
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return output;
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} |