SPIRV-Cross/reference/shaders/tese/water_tess.tese
Hans-Kristian Arntzen 0ae2bcc3d0 Ensure that floating point literals are float.
Fixes regression from earlier workaround of std::to_string.
Update reference output.
2016-03-12 14:22:39 +01:00

62 lines
1.8 KiB
GLSL

#version 310 es
#extension GL_EXT_tessellation_shader : require
layout(quads, cw, fractional_even_spacing) in;
layout(binding = 1, std140) uniform UBO
{
mat4 uMVP;
vec4 uScale;
vec2 uInvScale;
vec3 uCamPos;
vec2 uPatchSize;
vec2 uInvHeightmapSize;
} _31;
layout(binding = 0) uniform mediump sampler2D uHeightmapDisplacement;
in patch vec2 vOutPatchPosBase;
in patch vec4 vPatchLods;
out vec4 vGradNormalTex;
out vec3 vWorld;
vec2 lerp_vertex(vec2 tess_coord)
{
return (vOutPatchPosBase + (tess_coord * _31.uPatchSize));
}
mediump vec2 lod_factor(vec2 tess_coord)
{
mediump vec2 x = mix(vPatchLods.yx, vPatchLods.zw, vec2(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 + (off * 0.5)), lod.x).xyz, textureLod(uHeightmapDisplacement, (uv + (off * 1.0)), (lod.x + 1.0)).xyz, vec3(lod.y));
}
void main()
{
vec2 tess_coord = gl_TessCoord.xy;
vec2 param = tess_coord;
vec2 pos = lerp_vertex(param);
vec2 param_1 = tess_coord;
mediump vec2 lod = lod_factor(param_1);
vec2 tex = (pos * _31.uInvHeightmapSize);
pos = (pos * _31.uScale.xy);
mediump float delta_mod = exp2(lod.x);
vec2 off = (_31.uInvHeightmapSize * delta_mod);
vGradNormalTex = vec4((tex + (_31.uInvHeightmapSize * 0.5)), (tex * _31.uScale.zw));
vec2 param_2 = tex;
vec2 param_3 = off;
vec2 param_4 = lod;
vec3 height_displacement = sample_height_displacement(param_2, param_3, param_4);
pos = (pos + height_displacement.yz);
vWorld = vec3(pos.x, height_displacement.x, pos.y);
gl_Position = (_31.uMVP * vec4(vWorld, 1.0));
}