54 lines
1.7 KiB
GLSL
54 lines
1.7 KiB
GLSL
#version 450
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/* Copyright (c) 2024-2025, 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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// Should be zero, also rename in other shader
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layout (input_attachment_index = 0, binding = 0) uniform subpassInput positionDepthAttachment;
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layout (binding = 2) uniform sampler2D samplerTexture;
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layout (location = 0) in vec4 inColor;
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layout (location = 1) in vec2 inUV;
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layout (location = 0) out vec4 outColor;
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layout (constant_id = 0) const float NEAR_PLANE = 0.1f;
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layout (constant_id = 1) const float FAR_PLANE = 256.0f;
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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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void main ()
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{
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// Sample depth from deferred depth buffer and discard if obscured
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float depth = subpassLoad(positionDepthAttachment).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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vec4 sampledColor = texture(samplerTexture, inUV);
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if ((depth != 0.0) && (linearDepth(gl_FragCoord.z) < depth))
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{
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// discard;
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};
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outColor = sampledColor;
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}
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