procedural-3d-engine/shaders/slang/inputattachments/attachmentread.slang
2025-05-04 17:23:23 +02:00

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSOutput
{
float4 Pos : SV_POSITION;
};
[[vk::input_attachment_index(0)]] [[vk::binding(0)]] SubpassInput inputColor;
[[vk::input_attachment_index(1)]] [[vk::binding(1)]] SubpassInput inputDepth;
struct UBO {
float2 brightnessContrast;
float2 range;
int attachmentIndex;
};
ConstantBuffer<UBO> ubo;
float3 brightnessContrast(float3 color, float brightness, float contrast) {
return (color - 0.5) * contrast + 0.5 + brightness;
}
[shader("vertex")]
VSOutput vertexMain(uint VertexIndex: SV_VertexID)
{
VSOutput output;
output.Pos = float4(float2((VertexIndex << 1) & 2, VertexIndex & 2) * 2.0f - 1.0f, 0.0f, 1.0f);
return output;
}
[shader("fragment")]
float4 fragmentMain()
{
// Apply brightness and contrast filer to color input
if (ubo.attachmentIndex == 0) {
// Read color from previous color input attachment
float3 color = inputColor.SubpassLoad().rgb;
return float4(brightnessContrast(color, ubo.brightnessContrast[0], ubo.brightnessContrast[1]), 1.0);
}
// Visualize depth input range
if (ubo.attachmentIndex == 1) {
// Read depth from previous depth input attachment
float depth = inputDepth.SubpassLoad().r;
return float4((depth - ubo.range[0]) * 1.0 / (ubo.range[1] - ubo.range[0]).xxx, 1.0);
}
return float4(1.0);
}