#version 310 es layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; layout(binding = 4, std140) uniform UBO { vec4 uInvSize; vec4 uScale; } _46; layout(binding = 0) uniform mediump sampler2D uHeight; layout(binding = 1) uniform mediump sampler2D uDisplacement; layout(binding = 2, rgba16f) uniform mediump writeonly image2D iHeightDisplacement; layout(binding = 3, rgba16f) uniform mediump writeonly image2D iGradJacobian; mediump float jacobian(mediump vec2 dDdx, mediump vec2 dDdy) { return (((1.000000 + dDdx.x) * (1.000000 + dDdy.y)) - (dDdx.y * dDdy.x)); } void main() { vec4 uv = ((vec2(gl_GlobalInvocationID.xy) * _46.uInvSize.xy).xyxy + (_46.uInvSize * 0.500000)); float h = textureLod(uHeight, uv.xy, 0.000000).x; float x0 = textureLodOffset(uHeight, uv.xy, 0.000000, ivec2(-1, 0)).x; float x1 = textureLodOffset(uHeight, uv.xy, 0.000000, ivec2(1, 0)).x; float y0 = textureLodOffset(uHeight, uv.xy, 0.000000, ivec2(0, -1)).x; float y1 = textureLodOffset(uHeight, uv.xy, 0.000000, ivec2(0, 1)).x; vec2 grad = ((_46.uScale.xy * 0.500000) * vec2((x1 - x0), (y1 - y0))); vec2 displacement = (textureLod(uDisplacement, uv.zw, 0.000000).xy * 1.200000); vec2 dDdx = ((textureLodOffset(uDisplacement, uv.zw, 0.000000, ivec2(1, 0)).xy - textureLodOffset(uDisplacement, uv.zw, 0.000000, ivec2(-1, 0)).xy) * 0.600000); vec2 dDdy = ((textureLodOffset(uDisplacement, uv.zw, 0.000000, ivec2(0, 1)).xy - textureLodOffset(uDisplacement, uv.zw, 0.000000, ivec2(0, -1)).xy) * 0.600000); vec2 param = (dDdx * _46.uScale.z); vec2 param_1 = (dDdy * _46.uScale.z); float j = jacobian(param, param_1); displacement = vec2(0.000000); imageStore(iHeightDisplacement, ivec2(gl_GlobalInvocationID.xy), vec4(h, displacement, 0.000000)); imageStore(iGradJacobian, ivec2(gl_GlobalInvocationID.xy), vec4(grad, j, 0.000000)); }