procedural-3d-engine/data/hlsl/deferred/debug.frag
Ben Clayton cce75f1859 Add shaders re-implemented in HLSL
These were written against the shaders at revision eddd724e7.
There have been changes made since then, which will need to be mirrored.

See `data/hlsl/README.md` for the current status of each sample.
2020-05-21 12:58:13 +01:00

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GLSL

// Copyright 2020 Google LLC
Texture2D texturePosition : register(t1);
SamplerState samplerPosition : register(s1);
Texture2D textureNormal : register(t2);
SamplerState samplerNormal : register(s2);
Texture2D textureAlbedo : register(t3);
SamplerState samplerAlbedo : register(s3);
float4 main([[vk::location(0)]] float3 inUV : TEXCOORD0) : SV_TARGET
{
float3 components[3];
components[0] = texturePosition.Sample(samplerPosition, inUV.xy).rgb;
components[1] = textureNormal.Sample(samplerNormal, inUV.xy).rgb;
components[2] = textureAlbedo.Sample(samplerAlbedo, inUV.xy).rgb;
// Uncomment to display specular component
//components[2] = float3(textureAlbedo.Sample(samplerAlbedo, inUV.st).a);
// Select component depending on z coordinate of quad
int index = int(inUV.z);
return float4(components[index], 1);
}