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- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- layout (binding = 1) uniform UBO
- {
- mat4 projection;
- mat4 model;
- vec4 lightPos;
- float tessAlpha;
- float tessStrength;
- } ubo;
-
- layout (binding = 2) uniform sampler2D displacementMap;
-
- layout(triangles, equal_spacing, ccw) 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 outEyesPos;
- layout (location = 3) out vec3 outLightVec;
-
- void main()
- {
- gl_Position = (gl_TessCoord.x * gl_in[0].gl_Position) + (gl_TessCoord.y * gl_in[1].gl_Position) + (gl_TessCoord.z * gl_in[2].gl_Position);
- outUV = gl_TessCoord.x * inUV[0] + gl_TessCoord.y * inUV[1] + gl_TessCoord.z * inUV[2];
- outNormal = gl_TessCoord.x * inNormal[0] + gl_TessCoord.y * inNormal[1] + gl_TessCoord.z * inNormal[2];
-
- gl_Position.xyz += normalize(outNormal) * (max(textureLod(displacementMap, outUV.st, 0.0).a, 0.0) * ubo.tessStrength);
-
- outEyesPos = (gl_Position).xyz;
- outLightVec = normalize(ubo.lightPos.xyz - outEyesPos);
-
- gl_Position = ubo.projection * ubo.model * gl_Position;
- }
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