#include #include using namespace metal; struct UBO { float4x4 uMVP; float4 uScale; float2 uInvScale; float3 uCamPos; float2 uPatchSize; float2 uInvHeightmapSize; }; struct main0_out { float3 vWorld [[user(locn0)]]; float4 vGradNormalTex [[user(locn1)]]; float4 gl_Position [[position]]; }; struct main0_patchIn { float2 vOutPatchPosBase [[attribute(0)]]; float4 vPatchLods [[attribute(1)]]; }; [[ patch(quad, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]], constant UBO& _31 [[buffer(0)]], texture2d uHeightmapDisplacement [[texture(0)]], sampler uHeightmapDisplacementSmplr [[sampler(0)]], float2 gl_TessCoord [[position_in_patch]]) { main0_out out = {}; float2 _201 = patchIn.vOutPatchPosBase + (float3(gl_TessCoord, 0).xy * _31.uPatchSize); float2 _214 = mix(patchIn.vPatchLods.yx, patchIn.vPatchLods.zw, float2(float3(gl_TessCoord, 0).x)); float _221 = mix(_214.x, _214.y, float3(gl_TessCoord, 0).y); float _223 = floor(_221); float2 _125 = _201 * _31.uInvHeightmapSize; float2 _141 = _31.uInvHeightmapSize * exp2(_223); out.vGradNormalTex = float4(_125 + (_31.uInvHeightmapSize * 0.5), _125 * _31.uScale.zw); float3 _253 = mix(uHeightmapDisplacement.sample(uHeightmapDisplacementSmplr, (_125 + (_141 * 0.5)), level(_223)).xyz, uHeightmapDisplacement.sample(uHeightmapDisplacementSmplr, (_125 + (_141 * 1.0)), level(_223 + 1.0)).xyz, float3(_221 - _223)); float2 _171 = (_201 * _31.uScale.xy) + _253.yz; out.vWorld = float3(_171.x, _253.x, _171.y); out.gl_Position = _31.uMVP * float4(out.vWorld, 1.0); return out; }