2016-02-16 15:07:25 +01:00
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform UBO
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{
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mat4 projection;
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mat4 model;
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vec4 lightPos;
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float tessAlpha;
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float tessStrength;
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} ubo;
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layout (binding = 2) uniform sampler2D displacementMap;
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layout(triangles, equal_spacing, ccw) in;
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layout (location = 0) in vec3 inNormal[];
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layout (location = 1) in vec2 inUV[];
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec2 outUV;
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layout (location = 2) out vec3 outEyesPos;
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layout (location = 3) out vec3 outLightVec;
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void main()
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{
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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);
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outUV = gl_TessCoord.x * inUV[0] + gl_TessCoord.y * inUV[1] + gl_TessCoord.z * inUV[2];
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outNormal = gl_TessCoord.x * inNormal[0] + gl_TessCoord.y * inNormal[1] + gl_TessCoord.z * inNormal[2];
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2016-03-10 19:28:36 +01:00
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gl_Position.xyz += normalize(outNormal) * (max(textureLod(displacementMap, outUV.st, 0.0).r, 0.45) * ubo.tessStrength);
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2016-02-16 15:07:25 +01:00
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outEyesPos = (gl_Position).xyz;
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outLightVec = normalize(ubo.lightPos.xyz - outEyesPos);
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gl_Position = ubo.projection * ubo.model * gl_Position;
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}
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