#version 310 es layout(local_size_x = 8, local_size_y = 8) in; layout(binding = 0) uniform sampler2D uHeight; layout(binding = 1) uniform sampler2D uDisplacement; layout(rgba16f, binding = 2) uniform writeonly mediump image2D iHeightDisplacement; layout(rgba16f, binding = 3) uniform writeonly mediump image2D iGradJacobian; layout(binding = 4) uniform UBO { vec4 uInvSize; vec4 uScale; }; mediump float jacobian(mediump vec2 dDdx, mediump vec2 dDdy) { return (1.0 + dDdx.x) * (1.0 + dDdy.y) - dDdx.y * dDdy.x; } #define LAMBDA 1.2 void main() { vec4 uv = (vec2(gl_GlobalInvocationID.xy) * uInvSize.xy).xyxy + 0.5 * uInvSize; float h = textureLod(uHeight, uv.xy, 0.0).x; // Compute the heightmap gradient by simple differentiation. float x0 = textureLodOffset(uHeight, uv.xy, 0.0, ivec2(-1, 0)).x; float x1 = textureLodOffset(uHeight, uv.xy, 0.0, ivec2(+1, 0)).x; float y0 = textureLodOffset(uHeight, uv.xy, 0.0, ivec2(0, -1)).x; float y1 = textureLodOffset(uHeight, uv.xy, 0.0, ivec2(0, +1)).x; vec2 grad = uScale.xy * 0.5 * vec2(x1 - x0, y1 - y0); // Displacement map must be sampled with a different offset since it's a smaller texture. vec2 displacement = LAMBDA * textureLod(uDisplacement, uv.zw, 0.0).xy; // Compute jacobian. vec2 dDdx = 0.5 * LAMBDA * ( textureLodOffset(uDisplacement, uv.zw, 0.0, ivec2(+1, 0)).xy - textureLodOffset(uDisplacement, uv.zw, 0.0, ivec2(-1, 0)).xy); vec2 dDdy = 0.5 * LAMBDA * ( textureLodOffset(uDisplacement, uv.zw, 0.0, ivec2(0, +1)).xy - textureLodOffset(uDisplacement, uv.zw, 0.0, ivec2(0, -1)).xy); float j = jacobian(dDdx * uScale.z, dDdy * uScale.z); displacement = vec2(0.0); // Read by vertex shader/tess shader. imageStore(iHeightDisplacement, ivec2(gl_GlobalInvocationID.xy), vec4(h, displacement, 0.0)); // Read by fragment shader. imageStore(iGradJacobian, ivec2(gl_GlobalInvocationID.xy), vec4(grad, j, 0.0)); }