#version 310 es struct PatchData { vec4 Position; vec4 LODs; }; layout(binding = 0, std140) uniform Offsets { PatchData Patches[256]; } _53; layout(binding = 4, std140) uniform GlobalOcean { vec4 OceanScale; vec4 OceanPosition; vec4 InvOceanSize_PatchScale; vec4 NormalTexCoordScale; } _180; layout(binding = 0, std140) uniform GlobalVSData { vec4 g_ViewProj_Row0; vec4 g_ViewProj_Row1; vec4 g_ViewProj_Row2; vec4 g_ViewProj_Row3; vec4 g_CamPos; vec4 g_CamRight; vec4 g_CamUp; vec4 g_CamFront; vec4 g_SunDir; vec4 g_SunColor; vec4 g_TimeParams; vec4 g_ResolutionParams; vec4 g_CamAxisRight; vec4 g_FogColor_Distance; vec4 g_ShadowVP_Row0; vec4 g_ShadowVP_Row1; vec4 g_ShadowVP_Row2; vec4 g_ShadowVP_Row3; } _273; layout(binding = 1) uniform mediump sampler2D TexLOD; layout(binding = 0) uniform mediump sampler2D TexDisplacement; layout(location = 1) in vec4 LODWeights; uniform int SPIRV_Cross_BaseInstance; layout(location = 0) in vec4 Position; layout(location = 0) out vec3 EyeVec; layout(location = 1) out vec4 TexCoord; vec2 warp_position() { float vlod = dot(LODWeights, _53.Patches[(gl_InstanceID + SPIRV_Cross_BaseInstance)].LODs); vlod = all(equal(LODWeights, vec4(0.0))) ? _53.Patches[(gl_InstanceID + SPIRV_Cross_BaseInstance)].Position.w : vlod; float floor_lod = floor(vlod); float fract_lod = vlod - floor_lod; uint ufloor_lod = uint(floor_lod); uvec4 uPosition = uvec4(Position); uvec2 mask = (uvec2(1u) << uvec2(ufloor_lod, ufloor_lod + 1u)) - uvec2(1u); uint _111; if (uPosition.x < 32u) { _111 = mask.x; } else { _111 = 0u; } uvec4 rounding; rounding.x = _111; uint _122; if (uPosition.y < 32u) { _122 = mask.x; } else { _122 = 0u; } rounding.y = _122; uint _133; if (uPosition.x < 32u) { _133 = mask.y; } else { _133 = 0u; } rounding.z = _133; uint _145; if (uPosition.y < 32u) { _145 = mask.y; } else { _145 = 0u; } rounding.w = _145; vec4 lower_upper_snapped = vec4((uPosition.xyxy + rounding) & (~mask).xxyy); return mix(lower_upper_snapped.xy, lower_upper_snapped.zw, vec2(fract_lod)); } vec2 lod_factor(vec2 uv) { float level = textureLod(TexLOD, uv, 0.0).x * 7.96875; float floor_level = floor(level); float fract_level = level - floor_level; return vec2(floor_level, fract_level); } void main() { vec2 PatchPos = _53.Patches[(gl_InstanceID + SPIRV_Cross_BaseInstance)].Position.xz * _180.InvOceanSize_PatchScale.zw; vec2 WarpedPos = warp_position(); vec2 VertexPos = PatchPos + WarpedPos; vec2 NormalizedPos = VertexPos * _180.InvOceanSize_PatchScale.xy; vec2 NormalizedTex = NormalizedPos * _180.NormalTexCoordScale.zw; vec2 param = NormalizedPos; vec2 lod = lod_factor(param); vec2 Offset = (_180.InvOceanSize_PatchScale.xy * exp2(lod.x)) * _180.NormalTexCoordScale.zw; vec3 Displacement = mix(textureLod(TexDisplacement, NormalizedTex + (Offset * 0.5), lod.x).yxz, textureLod(TexDisplacement, NormalizedTex + (Offset * 1.0), lod.x + 1.0).yxz, vec3(lod.y)); vec3 WorldPos = vec3(NormalizedPos.x, 0.0, NormalizedPos.y) + Displacement; WorldPos *= _180.OceanScale.xyz; WorldPos += _180.OceanPosition.xyz; EyeVec = WorldPos - _273.g_CamPos.xyz; TexCoord = vec4(NormalizedTex, NormalizedTex * _180.NormalTexCoordScale.xy) + ((_180.InvOceanSize_PatchScale.xyxy * 0.5) * _180.NormalTexCoordScale.zwzw); gl_Position = (((_273.g_ViewProj_Row0 * WorldPos.x) + (_273.g_ViewProj_Row1 * WorldPos.y)) + (_273.g_ViewProj_Row2 * WorldPos.z)) + _273.g_ViewProj_Row3; }