#version 310 es #extension GL_EXT_tessellation_shader : require layout(quads, cw, fractional_even_spacing) in; layout(binding = 1, std140) uniform UBO { mat4 uMVP; vec4 uScale; vec2 uInvScale; vec3 uCamPos; vec2 uPatchSize; vec2 uInvHeightmapSize; } _31; layout(binding = 0) uniform mediump sampler2D uHeightmapDisplacement; layout(location = 0) patch in vec2 vOutPatchPosBase; layout(location = 1) patch in vec4 vPatchLods; layout(location = 1) out vec4 vGradNormalTex; layout(location = 0) out vec3 vWorld; void main() { vec2 _204 = vOutPatchPosBase + (gl_TessCoord.xy * _31.uPatchSize); vec2 _219 = mix(vPatchLods.yx, vPatchLods.zw, vec2(gl_TessCoord.x)); float _226 = mix(_219.x, _219.y, gl_TessCoord.y); mediump float _228 = floor(_226); vec2 _127 = _204 * _31.uInvHeightmapSize; vec2 _143 = _31.uInvHeightmapSize * exp2(_228); vGradNormalTex = vec4(_127 + (_31.uInvHeightmapSize * 0.5), _127 * _31.uScale.zw); mediump vec3 _260 = mix(textureLod(uHeightmapDisplacement, _127 + (_143 * 0.5), _228).xyz, textureLod(uHeightmapDisplacement, _127 + (_143 * 1.0), _228 + 1.0).xyz, vec3(_226 - _228)); vec2 _173 = (_204 * _31.uScale.xy) + _260.yz; vWorld = vec3(_173.x, _260.x, _173.y); gl_Position = _31.uMVP * vec4(vWorld, 1.0); }