Files
Vulkan-Samples/shaders/dynamic_rendering_local_read/glsl/scene_transparent.frag
T
2025-09-04 10:54:47 +08:00

54 lines
1.7 KiB
GLSL

#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.
*/
// Should be zero, also rename in other shader
layout (input_attachment_index = 0, binding = 0) uniform subpassInput positionDepthAttachment;
layout (binding = 2) uniform sampler2D samplerTexture;
layout (location = 0) in vec4 inColor;
layout (location = 1) in vec2 inUV;
layout (location = 0) out vec4 outColor;
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 ()
{
// Sample depth from deferred depth buffer and discard if obscured
float depth = subpassLoad(positionDepthAttachment).a;
// Save the sampled texture color before discarding.
// This is to avoid implicit derivatives in non-uniform control flow.
// @todo: reversed depth
vec4 sampledColor = texture(samplerTexture, inUV);
if ((depth != 0.0) && (linearDepth(gl_FragCoord.z) < depth))
{
// discard;
};
outColor = sampledColor;
}