procedural-3d-engine/shaders/glsl/inputattachments/attachmentread.frag
2023-05-09 21:03:02 +02:00

33 lines
No EOL
1,005 B
GLSL

#version 450
layout (input_attachment_index = 0, binding = 0) uniform subpassInput inputColor;
layout (input_attachment_index = 1, binding = 1) uniform subpassInput inputDepth;
layout (binding = 2) uniform UBO {
vec2 brightnessContrast;
vec2 range;
int attachmentIndex;
} ubo;
layout (location = 0) out vec4 outColor;
vec3 brightnessContrast(vec3 color, float brightness, float contrast) {
return (color - 0.5) * contrast + 0.5 + brightness;
}
void main()
{
// Apply brightness and contrast filer to color input
if (ubo.attachmentIndex == 0) {
// Read color from previous color input attachment
vec3 color = subpassLoad(inputColor).rgb;
outColor.rgb = brightnessContrast(color, ubo.brightnessContrast[0], ubo.brightnessContrast[1]);
}
// Visualize depth input range
if (ubo.attachmentIndex == 1) {
// Read depth from previous depth input attachment
float depth = subpassLoad(inputDepth).r;
outColor.rgb = vec3((depth - ubo.range[0]) * 1.0 / (ubo.range[1] - ubo.range[0]));
}
}