Files
Vulkan-Samples/shaders/mobile_nerf/raster_morpheus.frag
T
2025-09-04 10:54:47 +08:00

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1.8 KiB
GLSL

/* Copyright (c) 2024, Qualcomm Innovation Center, Inc. All rights reserved.
*
* 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.
*
* ------------------------------------------------------------------------
*
* THIS IS A MODIFIED VERSION OF THE ORIGINAL FILE
*
* The original file, along with the original Apache-2.0 LICENSE can be found at:
* https://github.com/google-research/jax3d/tree/main/jax3d/projects/mobilenerf
*
* Modification details: Shader code was updated to work on Vulkan (originally
* built for WebGL)
* Contributor: (Qualcomm) Rodrigo Holztrattner - quic_rholztra@quicinc.com
*/
#version 460
layout(location = 0) in vec2 texCoord_frag;
layout(location = 1) in vec3 rayDirectionIn;
layout(location = 0) out vec4 o_color_0;
layout(location = 1) out vec4 o_color_1;
layout(location = 2) out vec4 rayDirectionOut;
layout(binding = 0) uniform sampler2D textureInput_0;
layout(binding = 1) uniform sampler2D textureInput_1;
void main(void)
{
vec2 flipped = vec2( texCoord_frag.x, 1.0 - texCoord_frag.y );
vec4 pixel_0 = texture(textureInput_0, flipped);
// if (pixel_0.r == 0.0) discard;
vec4 pixel_1 = texture(textureInput_1, flipped);
o_color_0 = vec4(pixel_0.xyz, pixel_0.w);
o_color_1 = vec4(pixel_1.xyz, pixel_1.w);
rayDirectionOut.rgb = normalize(rayDirectionIn);
rayDirectionOut.a = 1.0f;
}