26 lines
No EOL
756 B
GLSL
26 lines
No EOL
756 B
GLSL
#version 450
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inColor;
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layout (location = 3) in vec3 inPos;
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layout (location = 0) out vec4 outPosition;
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layout (location = 1) out vec4 outNormal;
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layout (location = 2) out vec4 outAlbedo;
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const float NEAR_PLANE = 0.1f; //todo: specialization const
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const float FAR_PLANE = 64.0f; //todo: specialization const
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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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void main()
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{
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outPosition = vec4(inPos, linearDepth(gl_FragCoord.z));
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outNormal = vec4(normalize(inNormal) * 0.5 + 0.5, 1.0);
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outAlbedo = vec4(inColor * 2.0, 1.0);
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} |