#[vertex] #version 450 layout(location = 0) in highp vec3 vertex; layout(push_constant, binding = 0, std430) uniform Constants { mat4 projection; mat2x4 modelview; vec2 direction; float z_far; float pad; } constants; layout(location = 0) out highp float depth; void main() { highp vec4 vtx = vec4(vertex, 1.0) * mat4(constants.modelview[0], constants.modelview[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)); depth = dot(constants.direction, vtx.xy); gl_Position = constants.projection * vtx; } #[fragment] #version 450 layout(push_constant, binding = 0, std430) uniform Constants { mat4 projection; mat2x4 modelview; vec2 direction; float z_far; float pad; } constants; layout(location = 0) in highp float depth; layout(location = 0) out highp float distance_buf; void main() { distance_buf = depth / constants.z_far; }