#version 310 es #extension GL_EXT_tessellation_shader : require precision highp int; layout(cw, quads, fractional_even_spacing) in; patch in vec2 vOutPatchPosBase; patch in vec4 vPatchLods; layout(binding = 1, std140) uniform UBO { mat4 uMVP; vec4 uScale; vec2 uInvScale; vec3 uCamPos; vec2 uPatchSize; vec2 uInvHeightmapSize; }; layout(binding = 0) uniform mediump sampler2D uHeightmapDisplacement; highp out vec3 vWorld; highp out vec4 vGradNormalTex; vec2 lerp_vertex(vec2 tess_coord) { return vOutPatchPosBase + tess_coord * uPatchSize; } mediump vec2 lod_factor(vec2 tess_coord) { mediump vec2 x = mix(vPatchLods.yx, vPatchLods.zw, tess_coord.x); mediump float level = mix(x.x, x.y, tess_coord.y); mediump float floor_level = floor(level); mediump float fract_level = level - floor_level; return vec2(floor_level, fract_level); } mediump vec3 sample_height_displacement(vec2 uv, vec2 off, mediump vec2 lod) { return mix( textureLod(uHeightmapDisplacement, uv + 0.5 * off, lod.x).xyz, textureLod(uHeightmapDisplacement, uv + 1.0 * off, lod.x + 1.0).xyz, lod.y); } void main() { vec2 tess_coord = gl_TessCoord.xy; vec2 pos = lerp_vertex(tess_coord); mediump vec2 lod = lod_factor(tess_coord); vec2 tex = pos * uInvHeightmapSize.xy; pos *= uScale.xy; mediump float delta_mod = exp2(lod.x); vec2 off = uInvHeightmapSize.xy * delta_mod; vGradNormalTex = vec4(tex + 0.5 * uInvHeightmapSize.xy, tex * uScale.zw); vec3 height_displacement = sample_height_displacement(tex, off, lod); pos += height_displacement.yz; vWorld = vec3(pos.x, height_displacement.x, pos.y); gl_Position = uMVP * vec4(vWorld, 1.0); }