40 lines
894 B
GLSL
40 lines
894 B
GLSL
#version 450
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layout (location = 0) in vec3 in_normal;
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layout (location = 1) in vec3 in_color;
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layout (location = 2) in vec3 in_world_pos;
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layout (location = 0) out vec4 out_color;
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layout (location = 1) out vec4 out_position;
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layout (location = 2) out vec4 out_normal;
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layout (location = 3) out vec4 out_albedo;
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layout (set = 0, binding = 0) uniform CameraInfo {
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mat4 projection;
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mat4 view;
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mat4 inverse_view;
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} ubo;
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#define NEAR_PLANE 0.01f
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#define FAR_PLANE 10.0f
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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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out_position = vec4(in_world_pos, 1.0f);
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vec3 N = normalize(in_normal);
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out_normal = vec4(N, 1.0);
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out_albedo.rbg = in_color;
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out_position.a = linearDepth(out_position.z);
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out_color = vec4(0.0);
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} |