procedural-3d-engine/data/hlsl/shadowmapping/quad.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 textureColor : register(t1);
SamplerState samplerColor : register(s1);
float LinearizeDepth(float depth)
{
float n = 1.0; // camera z near
float f = 128.0; // camera z far
float z = depth;
return (2.0 * n) / (f + n - z * (f - n));
}
float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
{
float depth = textureColor.Sample(samplerColor, inUV).r;
return float4((1.0-LinearizeDepth(depth)).xxx, 1.0);
}