mirror of
https://github.com/KhronosGroup/glslang
synced 2024-11-14 13:51:04 +00:00
79 lines
2.7 KiB
GLSL
79 lines
2.7 KiB
GLSL
/*
|
|
The MIT License (MIT)
|
|
|
|
Copyright (c) 2022 Sascha Willems
|
|
|
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
of this software and associated documentation files (the "Software"), to deal
|
|
in the Software without restriction, including without limitation the rights
|
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
copies of the Software, and to permit persons to whom the Software is
|
|
furnished to do so, subject to the following conditions:
|
|
|
|
The above copyright notice and this permission notice shall be included in all
|
|
copies or substantial portions of the Software.
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|
SOFTWARE.
|
|
*/
|
|
|
|
#version 450
|
|
|
|
layout (set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 projection;
|
|
mat4 modelview;
|
|
vec4 lightPos;
|
|
vec4 frustumPlanes[6];
|
|
float displacementFactor;
|
|
float tessellationFactor;
|
|
vec2 viewportDim;
|
|
float tessellatedEdgeSize;
|
|
} ubo;
|
|
|
|
layout (set = 0, binding = 1) uniform sampler2D displacementMap;
|
|
|
|
layout(quads, equal_spacing, cw) in;
|
|
|
|
layout (location = 0) in vec3 inNormal[];
|
|
layout (location = 1) in vec2 inUV[];
|
|
|
|
layout (location = 0) out vec3 outNormal;
|
|
layout (location = 1) out vec2 outUV;
|
|
layout (location = 2) out vec3 outViewVec;
|
|
layout (location = 3) out vec3 outLightVec;
|
|
layout (location = 4) out vec3 outEyePos;
|
|
layout (location = 5) out vec3 outWorldPos;
|
|
|
|
void main()
|
|
{
|
|
// Interpolate UV coordinates
|
|
vec2 uv1 = mix(inUV[0], inUV[1], gl_TessCoord.x);
|
|
vec2 uv2 = mix(inUV[3], inUV[2], gl_TessCoord.x);
|
|
outUV = mix(uv1, uv2, gl_TessCoord.y);
|
|
|
|
vec3 n1 = mix(inNormal[0], inNormal[1], gl_TessCoord.x);
|
|
vec3 n2 = mix(inNormal[3], inNormal[2], gl_TessCoord.x);
|
|
outNormal = mix(n1, n2, gl_TessCoord.y);
|
|
|
|
// Interpolate positions
|
|
vec4 pos1 = mix(gl_in[0].gl_Position, gl_in[1].gl_Position, gl_TessCoord.x);
|
|
vec4 pos2 = mix(gl_in[3].gl_Position, gl_in[2].gl_Position, gl_TessCoord.x);
|
|
vec4 pos = mix(pos1, pos2, gl_TessCoord.y);
|
|
// Displace
|
|
pos.y -= textureLod(displacementMap, outUV, 0.0).r * ubo.displacementFactor;
|
|
// Perspective projection
|
|
gl_Position = ubo.projection * ubo.modelview * pos;
|
|
|
|
// Calculate vectors for lighting based on tessellated position
|
|
outViewVec = -pos.xyz;
|
|
outLightVec = normalize(ubo.lightPos.xyz + outViewVec);
|
|
outWorldPos = pos.xyz;
|
|
outEyePos = vec3(ubo.modelview * pos);
|
|
}
|