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2025-09-04 10:54:47 +08:00

55 lines
1.6 KiB
HLSL

/* Copyright (c) 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.
*/
[[vk::input_attachment_index(0)]] SubpassInput positionDepthAttachment;
Texture2D texture : register(t2);
SamplerState samplerTexture : register(s2);
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Color : COLOR0;
float2 UV : TEXCOORD0;
};
[[vk::constant_id(0)]] const float NEAR_PLANE = 0.1;
[[vk::constant_id(1)]] const float FAR_PLANE = 256.0;
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));
}
float4 main(VSOutput input) : SV_TARGET
{
// Sample depth from deferred depth buffer and discard if obscured
float depth = positionDepthAttachment.SubpassLoad().a;
// Save the sampled texture color before discarding.
// This is to avoid implicit derivatives in non-uniform control flow.
// @todo: reversed depth
float4 sampledColor = texture.Sample(samplerTexture, input.UV);
if ((depth != 0.0) && (linearDepth(input.Pos.z) < depth))
{
// discard;
};
return sampledColor;
}