procedural-3d-engine/shaders/slang/subpasses/gbuffer.slang
Sascha Willems 487fd21d44 Added final missing slang shaders
Requires a very recent version of slang
2025-05-31 13:43:45 +02:00

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float4 Pos;
float3 Color;
float3 Normal;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float3 Color;
float3 WorldPos;
float3 Tangent;
};
struct FSOutput
{
float4 Color : SV_TARGET0;
float4 Position : SV_TARGET1;
float4 Normal : SV_TARGET2;
float4 Albedo : SV_TARGET3;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 view;
};
ConstantBuffer<UBO> ubo;
[[SpecializationConstant]] const float NEAR_PLANE = 0.1;
[[SpecializationConstant]] const float FAR_PLANE = 256.0;
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));
}
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, input.Pos)));
// Vertex position in world space
output.WorldPos = mul(ubo.model, input.Pos).xyz;
// GL to Vulkan coord space
output.WorldPos.y = -output.WorldPos.y;
// Normal in world space
output.Normal = mul((float3x3)ubo.model, normalize(input.Normal));
// Currently just vertex color
output.Color = input.Color;
return output;
}
[shader("fragment")]
FSOutput fragmentMain(VSOutput input)
{
FSOutput output;
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);
return output;
}