52 lines
No EOL
1.4 KiB
Text
52 lines
No EOL
1.4 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 VSOutput
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{
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float4 Pos : SV_POSITION;
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};
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[[vk::input_attachment_index(0)]] [[vk::binding(0)]] SubpassInput inputColor;
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[[vk::input_attachment_index(1)]] [[vk::binding(1)]] SubpassInput inputDepth;
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struct UBO {
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float2 brightnessContrast;
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float2 range;
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int attachmentIndex;
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};
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ConstantBuffer<UBO> ubo;
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float3 brightnessContrast(float3 color, float brightness, float contrast) {
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return (color - 0.5) * contrast + 0.5 + brightness;
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}
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[shader("vertex")]
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VSOutput vertexMain(uint VertexIndex: SV_VertexID)
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{
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VSOutput output;
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output.Pos = float4(float2((VertexIndex << 1) & 2, VertexIndex & 2) * 2.0f - 1.0f, 0.0f, 1.0f);
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return output;
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}
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[shader("fragment")]
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float4 fragmentMain()
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{
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// Apply brightness and contrast filer to color input
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if (ubo.attachmentIndex == 0) {
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// Read color from previous color input attachment
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float3 color = inputColor.SubpassLoad().rgb;
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return float4(brightnessContrast(color, ubo.brightnessContrast[0], ubo.brightnessContrast[1]), 1.0);
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}
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// Visualize depth input range
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if (ubo.attachmentIndex == 1) {
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// Read depth from previous depth input attachment
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float depth = inputDepth.SubpassLoad().r;
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return float4((depth - ubo.range[0]) * 1.0 / (ubo.range[1] - ubo.range[0]).xxx, 1.0);
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}
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return float4(1.0);
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} |