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- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- 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);
- }
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