init
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/* Copyright (c) 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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[[vk::input_attachment_index(0)]] SubpassInput positionDepthAttachment;
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[[vk::input_attachment_index(1)]] SubpassInput normalAttachment;
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[[vk::input_attachment_index(2)]] SubpassInput albedoAttachment;
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float2 UV : TEXCOORD0;
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};
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struct Light
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{
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float4 position;
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float3 color;
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float radius;
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};
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// Binding 0 : Position storage buffer
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StructuredBuffer<Light> lights;
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float4 main(VSOutput input) : SV_TARGET
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{
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// Read G-Buffer values from previous sub pass
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float3 fragPos = positionDepthAttachment.SubpassLoad().rgb;
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float3 normal = normalAttachment.SubpassLoad().rgb;
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float4 albedo = albedoAttachment.SubpassLoad();
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#define ambient 0.005
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// Ambient part
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float3 fragcolor = albedo.rgb * ambient;
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uint lightsLength;
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uint lightsStride;
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lights.GetDimensions(lightsLength, lightsStride);
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for(int i = 0; i < lightsLength; ++i)
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{
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float3 L = lights[i].position.xyz - fragPos;
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float dist = length(L);
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float attenuation = lights[i].radius / (pow(dist, 8.0) + 1.0);
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float NdotL = max(0.0, dot(normalize(normal), normalize(L)));
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float3 diffuse = lights[i].color * albedo.rgb * NdotL * attenuation;
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fragcolor += diffuse;
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}
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return float4(fragcolor, 1.0);
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}
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/* Copyright (c) 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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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float2 UV : TEXCOORD0;
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};
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VSOutput main(uint VertexIndex: SV_VertexID)
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{
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VSOutput output;
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output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
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output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
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return output;
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}
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/* Copyright (c) 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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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float3 Normal : NORMAL0;
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float4 Color : COLOR0;
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float3 WorldPos : POS0;
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};
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[[vk::constant_id(0)]] const float NEAR_PLANE = 0.1;
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[[vk::constant_id(1)]] const float FAR_PLANE = 256.0;
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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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struct FSOutput
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{
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float4 Color : SV_TARGET0;
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float4 PositionDepth : SV_TARGET1;
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float4 Normal : SV_TARGET2;
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float4 Albedo : SV_TARGET3;
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};
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FSOutput main(VSOutput input)
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{
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FSOutput output;
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float3 N = normalize(input.Normal);
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N.y = -N.y;
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output.Normal = float4(N, 1.0);
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output.Albedo = input.Color;
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// Store linearized depth in alpha component
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output.PositionDepth.rgb = input.WorldPos;
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output.PositionDepth.a = linearDepth(input.Pos.z);
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// Write color attachments to avoid undefined behaviour (validation error)
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output.Color = (1.0).rrrr;
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return output;
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}
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/* Copyright (c) 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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struct VSInput
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{
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float3 Pos : POSITION0;
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float3 Normal : NORMAL0;
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 model;
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float4x4 view;
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float4x4 inverseTranspose;
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};
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ConstantBuffer<UBO> ubo;
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float3 Normal : NORMAL0;
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float4 Color : COLOR0;
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float3 WorldPos : POS0;
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};
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struct PushConsts {
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float4x4 Matrix;
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float4 Color;
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};
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[[vk::push_constant]] PushConsts pushConsts;
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VSOutput main(VSInput input)
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{
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float4x4 nodeMat = mul(ubo.model, pushConsts.Matrix);
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VSOutput output;
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output.Pos = mul(ubo.projection, mul(ubo.view, mul(pushConsts.Matrix, float4(input.Pos, 1.0))));
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// Vertex position in world space
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output.WorldPos = mul(pushConsts.Matrix, float4(input.Pos, 1.0)).xyz;
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// GL to Vulkan coord space
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output.WorldPos.y = -output.WorldPos.y;
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output.Normal = mul((float3x3)nodeMat, input.Normal);
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output.Color = pushConsts.Color;
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return output;
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}
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/* Copyright (c) 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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[[vk::input_attachment_index(0)]] SubpassInput positionDepthAttachment;
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Texture2D texture : register(t2);
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SamplerState samplerTexture : register(s2);
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float3 Color : COLOR0;
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float2 UV : TEXCOORD0;
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};
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[[vk::constant_id(0)]] const float NEAR_PLANE = 0.1;
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[[vk::constant_id(1)]] const float FAR_PLANE = 256.0;
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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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float4 main(VSOutput input) : SV_TARGET
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{
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// Sample depth from deferred depth buffer and discard if obscured
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float depth = positionDepthAttachment.SubpassLoad().a;
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// Save the sampled texture color before discarding.
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// This is to avoid implicit derivatives in non-uniform control flow.
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// @todo: reversed depth
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float4 sampledColor = texture.Sample(samplerTexture, input.UV);
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if ((depth != 0.0) && (linearDepth(input.Pos.z) < depth))
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{
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// discard;
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};
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return sampledColor;
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}
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/* Copyright (c) 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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struct VSInput
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{
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float3 Pos : POSITION0;
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float3 Normal : NORMAL0;
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float2 UV : TEXCOORD;
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 model;
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float4x4 view;
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};
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[[vk::binding(1,0)]] ConstantBuffer<UBO> ubo;
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float3 Color : COLOR0;
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float2 UV : TEXCOORD0;
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};
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struct PushConsts {
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float4x4 Matrix;
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float4 Color;
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};
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[[vk::push_constant]] PushConsts pushConsts;
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VSOutput main(VSInput input)
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{
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VSOutput output;
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output.Color = pushConsts.Color.rgb;
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output.Pos = mul(ubo.projection, mul(ubo.view, mul(pushConsts.Matrix, float4(input.Pos, 1.0))));
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output.UV = input.UV;
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return output;
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}
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