#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 _201 = vOutPatchPosBase + (gl_TessCoord.xy * _31.uPatchSize); vec2 _214 = mix(vPatchLods.yx, vPatchLods.zw, vec2(gl_TessCoord.x)); float _221 = mix(_214.x, _214.y, gl_TessCoord.y); mediump float _223 = floor(_221); vec2 _125 = _201 * _31.uInvHeightmapSize; vec2 _141 = _31.uInvHeightmapSize * exp2(_223); vGradNormalTex = vec4(_125 + (_31.uInvHeightmapSize * 0.5), _125 * _31.uScale.zw); mediump vec3 _253 = mix(textureLod(uHeightmapDisplacement, _125 + (_141 * 0.5), _223).xyz, textureLod(uHeightmapDisplacement, _125 + (_141 * 1.0), _223 + 1.0).xyz, vec3(_221 - _223)); vec2 _171 = (_201 * _31.uScale.xy) + _253.yz; vWorld = vec3(_171.x, _253.x, _171.y); gl_Position = _31.uMVP * vec4(vWorld, 1.0); }