SPIRV-Cross/reference/opt/shaders/tese/water_tess.tese
2018-03-12 15:11:55 +01:00

37 lines
1.3 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;
layout(location = 0) patch in vec2 vOutPatchPosBase;
layout(location = 1) patch in vec4 vPatchLods;
layout(location = 1) out vec4 vGradNormalTex;
layout(location = 0) out vec3 vWorld;
void main()
{
vec2 _201 = vOutPatchPosBase + (gl_TessCoord.xy * _31.uPatchSize);
vec2 _214 = mix(vPatchLods.yx, vPatchLods.zw, vec2(gl_TessCoord.x));
float _221 = mix(_214.x, _214.y, gl_TessCoord.y);
mediump float _223 = floor(_221);
vec2 _125 = _201 * _31.uInvHeightmapSize;
vec2 _141 = _31.uInvHeightmapSize * exp2(_223);
vGradNormalTex = vec4(_125 + (_31.uInvHeightmapSize * 0.5), _125 * _31.uScale.zw);
mediump vec3 _253 = mix(textureLod(uHeightmapDisplacement, _125 + (_141 * 0.5), _223).xyz, textureLod(uHeightmapDisplacement, _125 + (_141 * 1.0), _223 + 1.0).xyz, vec3(_221 - _223));
vec2 _171 = (_201 * _31.uScale.xy) + _253.yz;
vWorld = vec3(_171.x, _253.x, _171.y);
gl_Position = _31.uMVP * vec4(vWorld, 1.0);
}