c4f3d4ae29
This Cl updates the various dependencies and the test file outputs.
37 lines
1.3 KiB
GLSL
37 lines
1.3 KiB
GLSL
#version 310 es
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#extension GL_EXT_tessellation_shader : require
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layout(quads, cw, fractional_even_spacing) in;
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layout(binding = 1, std140) uniform UBO
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{
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mat4 uMVP;
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vec4 uScale;
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vec2 uInvScale;
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vec3 uCamPos;
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vec2 uPatchSize;
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vec2 uInvHeightmapSize;
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} _31;
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layout(binding = 0) uniform mediump sampler2D uHeightmapDisplacement;
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layout(location = 0) patch in vec2 vOutPatchPosBase;
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layout(location = 1) patch in vec4 vPatchLods;
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layout(location = 1) out vec4 vGradNormalTex;
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layout(location = 0) out vec3 vWorld;
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void main()
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{
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vec2 _202 = vOutPatchPosBase + (gl_TessCoord.xy * _31.uPatchSize);
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vec2 _216 = mix(vPatchLods.yx, vPatchLods.zw, vec2(gl_TessCoord.x));
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float _223 = mix(_216.x, _216.y, gl_TessCoord.y);
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mediump float _225 = floor(_223);
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vec2 _125 = _202 * _31.uInvHeightmapSize;
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vec2 _141 = _31.uInvHeightmapSize * exp2(_225);
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vGradNormalTex = vec4(_125 + (_31.uInvHeightmapSize * 0.5), _125 * _31.uScale.zw);
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mediump vec3 _256 = mix(textureLod(uHeightmapDisplacement, _125 + (_141 * 0.5), _225).xyz, textureLod(uHeightmapDisplacement, _125 + (_141 * 1.0), _225 + 1.0).xyz, vec3(_223 - _225));
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vec2 _171 = (_202 * _31.uScale.xy) + _256.yz;
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vWorld = vec3(_171.x, _256.x, _171.y);
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gl_Position = _31.uMVP * vec4(vWorld, 1.0);
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}
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