procedural-3d-engine/shaders/glsl/ssao/gbuffer.frag
2023-05-09 21:03:02 +02:00

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876 B
GLSL

#version 450
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inColor;
layout (location = 3) in vec3 inPos;
layout (location = 0) out vec4 outPosition;
layout (location = 1) out vec4 outNormal;
layout (location = 2) out vec4 outAlbedo;
layout (set = 0, binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 view;
float nearPlane;
float farPlane;
} ubo;
layout (set = 1, binding = 0) uniform sampler2D samplerColormap;
float linearDepth(float depth)
{
float z = depth * 2.0f - 1.0f;
return (2.0f * ubo.nearPlane * ubo.farPlane) / (ubo.farPlane + ubo.nearPlane - z * (ubo.farPlane - ubo.nearPlane));
}
void main()
{
outPosition = vec4(inPos, linearDepth(gl_FragCoord.z));
outNormal = vec4(normalize(inNormal) * 0.5 + 0.5, 1.0);
outAlbedo = texture(samplerColormap, inUV) * vec4(inColor, 1.0);
}