| #version 450 |
| |
| layout(set = 0, binding = 0) uniform texture2D uDepth; |
| layout(set = 0, binding = 1) uniform texture2D uColor; |
| layout(set = 0, binding = 2) uniform sampler uSampler; |
| layout(set = 0, binding = 3) uniform samplerShadow uSamplerShadow; |
| layout(location = 0) out float FragColor; |
| |
| float sample_depth_from_function(texture2D uT, samplerShadow uS) |
| { |
| return texture(sampler2DShadow(uT, uS), vec3(0.5)); |
| } |
| |
| float sample_color_from_function(texture2D uT, sampler uS) |
| { |
| return texture(sampler2D(uT, uS), vec2(0.5)).x; |
| } |
| |
| void main() |
| { |
| FragColor = sample_depth_from_function(uDepth, uSamplerShadow) + sample_color_from_function(uColor, uSampler); |
| } |