#version 450 /* Copyright (c) 2024-2025, Sascha Willems * * 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 vec3 inNormal; layout (location = 1) in vec4 inColor; layout (location = 2) in vec3 inWorldPos; layout (location = 0) out vec4 outColor; layout (location = 1) out vec4 outPositionDepth; layout (location = 2) out vec4 outNormal; layout (location = 3) out vec4 outAlbedo; layout (constant_id = 0) const float NEAR_PLANE = 0.1f; layout (constant_id = 1) const float FAR_PLANE = 256.0f; float linearDepth(float depth) { float z = depth * 2.0f - 1.0f; return (2.0f * NEAR_PLANE * FAR_PLANE) / (FAR_PLANE + NEAR_PLANE - z * (FAR_PLANE - NEAR_PLANE)); } void main() { outPositionDepth = vec4(inWorldPos, 1.0); vec3 N = normalize(inNormal); N.y = -N.y; outNormal = vec4(N, 1.0); outAlbedo = inColor; // Store linearized depth in alpha component outPositionDepth.a = linearDepth(gl_FragCoord.z); // Write color attachments to avoid undefined behaviour (validation error) outColor = vec4(0.0); }