Files
OpenVulkano/openVulkanoCpp/Shader/background.frag
2024-07-21 17:34:43 +02:00

29 lines
642 B
GLSL

#version 450
layout(set = 3, binding = 0) uniform sampler2D camTexture;
#ifdef ENABLE_DEPTH_WRITE
layout(set = 2, binding = 1) uniform sampler2D depthMap;
#endif
layout(location = 0) in vec2 texCoords;
layout(location = 1) in float scale;
layout(location = 0) out vec4 fragColor;
layout(set = 1, binding = 0) uniform CameraData
{
mat4 viewProjection;
mat4 view;
mat4 projection;
vec4 camPos;
float near;
float far;
} cam;
void main()
{
fragColor = texture(camTexture, texCoords);
#ifdef ENABLE_DEPTH_WRITE
gl_FragDepth = (texture(depthMap, texCoords).r - cam.near) / (cam.far - cam.near);
#endif
}