64 lines
1.3 KiB
Text
64 lines
1.3 KiB
Text
/* Copyright (c) 2025, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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struct VSInput
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{
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float4 Pos;
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float3 Color;
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float3 Normal;
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float2 UV;
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};
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float3 Color;
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float2 UV;
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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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};
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ConstantBuffer<UBO> ubo;
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[[vk::input_attachment_index(0)]] SubpassInput samplerPositionDepth;
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Sampler2D samplerTexture;
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[[SpecializationConstant]] const float NEAR_PLANE = 0.1f;
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[[SpecializationConstant]] const float FAR_PLANE = 256.0f;
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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 * NEAR_PLANE * FAR_PLANE) / (FAR_PLANE + NEAR_PLANE - z * (FAR_PLANE - NEAR_PLANE));
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}
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[shader("vertex")]
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VSOutput vertexMain(VSInput input)
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{
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VSOutput output;
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output.Color = input.Color;
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output.UV = input.UV;
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output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0))));
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return output;
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}
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[shader("fragment")]
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float4 fragmentMain (VSOutput input)
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{
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// Sample depth from deferred depth buffer and discard if obscured
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float depth = samplerPositionDepth.SubpassLoad().a;
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if ((depth != 0.0) && (linearDepth(input.Pos.z) > depth))
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{
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clip(-1);
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};
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return samplerTexture.Sample(input.UV);
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}
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