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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::binding(2, 0)]] Sampler2D samplerTexture;
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float3 Color;
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float2 UV;
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};
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[[SpecializationConstant]] const float NEAR_PLANE = 0.1;
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[[SpecializationConstant]] 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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[shader("fragment")]
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float4 main(VSOutput input)
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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 = samplerTexture.Sample(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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