112 lines
3.2 KiB
GLSL
112 lines
3.2 KiB
GLSL
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#version 310 es
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struct PatchData
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{
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vec4 Position;
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vec4 LODs;
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};
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layout(binding = 0, std140) uniform GlobalVSData
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{
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vec4 g_ViewProj_Row0;
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vec4 g_ViewProj_Row1;
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vec4 g_ViewProj_Row2;
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vec4 g_ViewProj_Row3;
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vec4 g_CamPos;
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vec4 g_CamRight;
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vec4 g_CamUp;
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vec4 g_CamFront;
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vec4 g_SunDir;
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vec4 g_SunColor;
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vec4 g_TimeParams;
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vec4 g_ResolutionParams;
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vec4 g_CamAxisRight;
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vec4 g_FogColor_Distance;
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vec4 g_ShadowVP_Row0;
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vec4 g_ShadowVP_Row1;
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vec4 g_ShadowVP_Row2;
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vec4 g_ShadowVP_Row3;
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} _58;
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layout(binding = 0, std140) uniform PerPatch
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{
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PatchData Patches[256];
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} _284;
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layout(binding = 2, std140) uniform GlobalGround
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{
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vec4 GroundScale;
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vec4 GroundPosition;
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vec4 InvGroundSize_PatchScale;
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} _381;
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layout(binding = 1) uniform mediump sampler2D TexLOD;
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layout(binding = 0) uniform mediump sampler2D TexHeightmap;
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layout(location = 1) in vec4 LODWeights;
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layout(location = 0) in vec2 Position;
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layout(location = 1) out vec3 EyeVec;
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layout(location = 0) out vec2 TexCoord;
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vec2 warp_position()
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{
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float vlod = dot(LODWeights, _284.Patches[gl_InstanceID].LODs);
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vlod = mix(vlod, _284.Patches[gl_InstanceID].Position.w, all(equal(LODWeights, vec4(0.000000))));
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float floor_lod = floor(vlod);
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float fract_lod = (vlod - floor_lod);
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uint ufloor_lod = uint(floor_lod);
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uvec2 uPosition = uvec2(Position);
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uvec2 mask = ((uvec2(1u) << uvec2(ufloor_lod, (ufloor_lod + 1u))) - uvec2(1u));
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uvec2 rounding;
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uint _332;
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uint _343;
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vec4 lower_upper_snapped;
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if ((uPosition.x < 32u))
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{
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_332 = mask.x;
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}
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else
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{
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_332 = 0u;
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}
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uint _342 = _332;
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if ((uPosition.y < 32u))
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{
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_343 = mask.y;
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}
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else
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{
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_343 = 0u;
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}
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rounding = uvec2(_342, _343);
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lower_upper_snapped = vec4(((uPosition + rounding).xyxy & (~mask).xxyy));
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return mix(lower_upper_snapped.xy, lower_upper_snapped.zw, vec2(fract_lod));
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}
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vec2 lod_factor(vec2 uv)
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{
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float level = (textureLod(TexLOD, uv, 0.000000).x * 7.968750);
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float floor_level = floor(level);
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float fract_level = (level - floor_level);
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return vec2(floor_level, fract_level);
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}
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void main()
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{
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vec2 PatchPos = (_284.Patches[gl_InstanceID].Position.xz * _381.InvGroundSize_PatchScale.zw);
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vec2 WarpedPos = warp_position();
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vec2 VertexPos = (PatchPos + WarpedPos);
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vec2 NormalizedPos = (VertexPos * _381.InvGroundSize_PatchScale.xy);
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vec2 param = NormalizedPos;
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vec2 lod = lod_factor(param);
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vec2 Offset = (_381.InvGroundSize_PatchScale.xy * exp2(lod.x));
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float Elevation = mix(textureLod(TexHeightmap, (NormalizedPos + (Offset * 0.500000)), lod.x).x, textureLod(TexHeightmap, (NormalizedPos + (Offset * 1.000000)), (lod.x + 1.000000)).x, lod.y);
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vec3 WorldPos = vec3(NormalizedPos.x, Elevation, NormalizedPos.y);
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WorldPos = (WorldPos * _381.GroundScale.xyz);
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WorldPos = (WorldPos + _381.GroundPosition.xyz);
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EyeVec = (WorldPos - _58.g_CamPos.xyz);
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TexCoord = (NormalizedPos + (_381.InvGroundSize_PatchScale.xy * 0.500000));
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gl_Position = ((((_58.g_ViewProj_Row0 * WorldPos.x) + (_58.g_ViewProj_Row1 * WorldPos.y)) + (_58.g_ViewProj_Row2 * WorldPos.z)) + _58.g_ViewProj_Row3);
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}
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