76 lines
2.7 KiB
GLSL
76 lines
2.7 KiB
GLSL
#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct UBO
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{
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float4x4 uMVP;
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float4 uScale;
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float2 uInvScale;
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float3 uCamPos;
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float2 uPatchSize;
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float2 uInvHeightmapSize;
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};
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struct main0_out
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{
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float3 vWorld [[user(locn0)]];
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float4 vGradNormalTex [[user(locn1)]];
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float4 gl_Position [[position]];
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};
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struct main0_patchIn
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{
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float2 vOutPatchPosBase [[attribute(0)]];
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float4 vPatchLods [[attribute(1)]];
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};
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static inline __attribute__((always_inline))
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float2 lerp_vertex(thread const float2& tess_coord, thread float2& vOutPatchPosBase, constant UBO& v_31)
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{
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return vOutPatchPosBase + (tess_coord * v_31.uPatchSize);
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}
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static inline __attribute__((always_inline))
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float2 lod_factor(thread const float2& tess_coord, thread float4& vPatchLods)
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{
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float2 x = mix(vPatchLods.yx, vPatchLods.zw, float2(tess_coord.x));
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float level = mix(x.x, x.y, tess_coord.y);
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float floor_level = floor(level);
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float fract_level = level - floor_level;
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return float2(floor_level, fract_level);
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}
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static inline __attribute__((always_inline))
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float3 sample_height_displacement(thread const float2& uv, thread const float2& off, thread const float2& lod, thread texture2d<float> uHeightmapDisplacement, thread const sampler uHeightmapDisplacementSmplr)
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{
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return mix(uHeightmapDisplacement.sample(uHeightmapDisplacementSmplr, (uv + (off * 0.5)), level(lod.x)).xyz, uHeightmapDisplacement.sample(uHeightmapDisplacementSmplr, (uv + (off * 1.0)), level(lod.x + 1.0)).xyz, float3(lod.y));
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}
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[[ patch(quad, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]], constant UBO& v_31 [[buffer(0)]], texture2d<float> uHeightmapDisplacement [[texture(0)]], sampler uHeightmapDisplacementSmplr [[sampler(0)]], float2 gl_TessCoord [[position_in_patch]])
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{
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main0_out out = {};
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float2 tess_coord = float3(gl_TessCoord, 0).xy;
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float2 param = tess_coord;
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float2 pos = lerp_vertex(param, patchIn.vOutPatchPosBase, v_31);
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float2 param_1 = tess_coord;
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float2 lod = lod_factor(param_1, patchIn.vPatchLods);
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float2 tex = pos * v_31.uInvHeightmapSize;
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pos *= v_31.uScale.xy;
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float delta_mod = exp2(lod.x);
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float2 off = v_31.uInvHeightmapSize * delta_mod;
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out.vGradNormalTex = float4(tex + (v_31.uInvHeightmapSize * 0.5), tex * v_31.uScale.zw);
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float2 param_2 = tex;
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float2 param_3 = off;
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float2 param_4 = lod;
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float3 height_displacement = sample_height_displacement(param_2, param_3, param_4, uHeightmapDisplacement, uHeightmapDisplacementSmplr);
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pos += height_displacement.yz;
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out.vWorld = float3(pos.x, height_displacement.x, pos.y);
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out.gl_Position = v_31.uMVP * float4(out.vWorld, 1.0);
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return out;
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}
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