0ae2bcc3d0
Fixes regression from earlier workaround of std::to_string. Update reference output.
40 lines
1.8 KiB
Plaintext
40 lines
1.8 KiB
Plaintext
#version 310 es
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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layout(binding = 4, std140) uniform UBO
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{
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vec4 uInvSize;
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vec4 uScale;
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} _46;
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layout(binding = 0) uniform mediump sampler2D uHeight;
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layout(binding = 1) uniform mediump sampler2D uDisplacement;
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layout(binding = 2, rgba16f) uniform mediump writeonly image2D iHeightDisplacement;
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layout(binding = 3, rgba16f) uniform mediump writeonly image2D iGradJacobian;
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mediump float jacobian(mediump vec2 dDdx, mediump vec2 dDdy)
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{
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return (((1.0 + dDdx.x) * (1.0 + dDdy.y)) - (dDdx.y * dDdy.x));
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}
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void main()
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{
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vec4 uv = ((vec2(gl_GlobalInvocationID.xy) * _46.uInvSize.xy).xyxy + (_46.uInvSize * 0.5));
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float h = textureLod(uHeight, uv.xy, 0.0).x;
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float x0 = textureLodOffset(uHeight, uv.xy, 0.0, ivec2(-1, 0)).x;
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float x1 = textureLodOffset(uHeight, uv.xy, 0.0, ivec2(1, 0)).x;
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float y0 = textureLodOffset(uHeight, uv.xy, 0.0, ivec2(0, -1)).x;
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float y1 = textureLodOffset(uHeight, uv.xy, 0.0, ivec2(0, 1)).x;
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vec2 grad = ((_46.uScale.xy * 0.5) * vec2((x1 - x0), (y1 - y0)));
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vec2 displacement = (textureLod(uDisplacement, uv.zw, 0.0).xy * 1.2000000476837158203125);
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vec2 dDdx = ((textureLodOffset(uDisplacement, uv.zw, 0.0, ivec2(1, 0)).xy - textureLodOffset(uDisplacement, uv.zw, 0.0, ivec2(-1, 0)).xy) * 0.60000002384185791015625);
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vec2 dDdy = ((textureLodOffset(uDisplacement, uv.zw, 0.0, ivec2(0, 1)).xy - textureLodOffset(uDisplacement, uv.zw, 0.0, ivec2(0, -1)).xy) * 0.60000002384185791015625);
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vec2 param = (dDdx * _46.uScale.z);
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vec2 param_1 = (dDdy * _46.uScale.z);
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float j = jacobian(param, param_1);
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displacement = vec2(0.0);
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imageStore(iHeightDisplacement, ivec2(gl_GlobalInvocationID.xy), vec4(h, displacement, 0.0));
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imageStore(iGradJacobian, ivec2(gl_GlobalInvocationID.xy), vec4(grad, j, 0.0));
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}
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