#version 450 /* Copyright (c) 2024, Google * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ layout (location = 0) in vec4 inColor; layout (location = 0) out vec4 outFragColor; //////////////////////////////////////// layout(set = 0, binding = 1) uniform sampler2D depthTex; //////////////////////////////////////// void main() { // 'depthTex' contains the depth information of the previous layer. // That information is used to discard any fragment that belongs to // a layer that has already be rendered (i.e. a layer further in front). const float layerDepth = texelFetch(depthTex, ivec2(gl_FragCoord.xy), 0).r; if(gl_FragCoord.z >= layerDepth) { // NOTE // Remember that a reversed Z-buffer is used here. // Fragments closer to the camera have a higher z coordinate. discard; } outFragColor = inColor; }