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Vulkan-Samples/shaders/oit_depth_peeling/gather.frag
T
2025-09-04 10:54:47 +08:00

46 lines
1.3 KiB
GLSL

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