#include #include using namespace metal; struct UBO { float4x4 uMVP; float4 uScale; float2 uInvScale; float3 uCamPos; float2 uPatchSize; float2 uInvHeightmapSize; }; struct main0_out { float3 vWorld [[user(locn0)]]; float4 vGradNormalTex [[user(locn1)]]; float4 gl_Position [[position]]; }; struct main0_patchIn { float2 vOutPatchPosBase [[attribute(0)]]; float4 vPatchLods [[attribute(1)]]; }; [[ patch(quad, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]], constant UBO& _31 [[buffer(0)]], texture2d uHeightmapDisplacement [[texture(0)]], sampler uHeightmapDisplacementSmplr [[sampler(0)]], float2 gl_TessCoord [[position_in_patch]]) { main0_out out = {}; float2 _204 = patchIn.vOutPatchPosBase + (float3(gl_TessCoord, 0).xy * _31.uPatchSize); float2 _219 = mix(patchIn.vPatchLods.yx, patchIn.vPatchLods.zw, float2(float3(gl_TessCoord, 0).x)); float _226 = mix(_219.x, _219.y, float3(gl_TessCoord, 0).y); float _228 = floor(_226); float2 _127 = _204 * _31.uInvHeightmapSize; float2 _143 = _31.uInvHeightmapSize * exp2(_228); out.vGradNormalTex = float4(_127 + (_31.uInvHeightmapSize * 0.5), _127 * _31.uScale.zw); float3 _260 = mix(uHeightmapDisplacement.sample(uHeightmapDisplacementSmplr, (_127 + (_143 * 0.5)), level(_228)).xyz, uHeightmapDisplacement.sample(uHeightmapDisplacementSmplr, (_127 + (_143 * 1.0)), level(_228 + 1.0)).xyz, float3(_226 - _228)); float2 _173 = (_204 * _31.uScale.xy) + _260.yz; out.vWorld = float3(_173.x, _260.x, _173.y); out.gl_Position = _31.uMVP * float4(out.vWorld, 1.0); return out; }