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#version 450
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/* Copyright (c) 2024-2025, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec4 inColor;
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layout (location = 2) in vec3 inWorldPos;
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layout (location = 0) out vec4 outColor;
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layout (location = 1) out vec4 outPositionDepth;
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layout (location = 2) out vec4 outNormal;
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layout (location = 3) out vec4 outAlbedo;
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layout (constant_id = 0) const float NEAR_PLANE = 0.1f;
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layout (constant_id = 1) const float FAR_PLANE = 256.0f;
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float linearDepth(float depth)
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{
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float z = depth * 2.0f - 1.0f;
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return (2.0f * NEAR_PLANE * FAR_PLANE) / (FAR_PLANE + NEAR_PLANE - z * (FAR_PLANE - NEAR_PLANE));
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}
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void main()
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{
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outPositionDepth = vec4(inWorldPos, 1.0);
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vec3 N = normalize(inNormal);
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N.y = -N.y;
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outNormal = vec4(N, 1.0);
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outAlbedo = inColor;
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// Store linearized depth in alpha component
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outPositionDepth.a = linearDepth(gl_FragCoord.z);
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// Write color attachments to avoid undefined behaviour (validation error)
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outColor = vec4(0.0);
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}
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