46 lines
1.3 KiB
GLSL
46 lines
1.3 KiB
GLSL
#version 450
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/* Copyright (c) 2024, Google
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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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layout (location = 0) in vec4 inColor;
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layout (location = 0) out vec4 outFragColor;
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////////////////////////////////////////
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layout(set = 0, binding = 1) uniform sampler2D depthTex;
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////////////////////////////////////////
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void main()
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{
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// 'depthTex' contains the depth information of the previous layer.
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// That information is used to discard any fragment that belongs to
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// a layer that has already be rendered (i.e. a layer further in front).
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const float layerDepth = texelFetch(depthTex, ivec2(gl_FragCoord.xy), 0).r;
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if(gl_FragCoord.z >= layerDepth)
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{
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// NOTE
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// Remember that a reversed Z-buffer is used here.
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// Fragments closer to the camera have a higher z coordinate.
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discard;
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}
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outFragColor = inColor;
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}
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