procedural-3d-engine/shaders/slang/subpasses/transparent.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;
float2 UV;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Color;
float2 UV;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 view;
};
ConstantBuffer<UBO> ubo;
[[vk::input_attachment_index(0)]] SubpassInput samplerPositionDepth;
Sampler2D samplerTexture;
[[SpecializationConstant]] const float NEAR_PLANE = 0.1f;
[[SpecializationConstant]] 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));
}
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Color = input.Color;
output.UV = input.UV;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0))));
return output;
}
[shader("fragment")]
float4 fragmentMain (VSOutput input)
{
// Sample depth from deferred depth buffer and discard if obscured
float depth = samplerPositionDepth.SubpassLoad().a;
if ((depth != 0.0) && (linearDepth(input.Pos.z) > depth))
{
clip(-1);
};
return samplerTexture.Sample(input.UV);
}