procedural-3d-engine/shaders/hlsl/displacement/displacement.tese

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// Copyright 2020 Google LLC
struct UBO
{
float4x4 projection;
float4x4 model;
float4 lightPos;
float tessAlpha;
float tessStrength;
};
cbuffer ubo : register(b1) { UBO ubo; }
Texture2D textureDisplacementMap : register(t2);
SamplerState samplerDisplacementMap : register(s2);
struct HSOutput
{
[[vk::location(2)]] float4 Pos : POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
};
struct ConstantsHSOutput
{
float TessLevelOuter[3] : SV_TessFactor;
float TessLevelInner : SV_InsideTessFactor;
};
struct DSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
[[vk::location(2)]] float3 EyesPos : POSITION0;
[[vk::location(3)]] float3 LightVec : TEXCOORD1;
};
[domain("tri")]
DSOutput main(ConstantsHSOutput input, float3 TessCoord : SV_DomainLocation, const OutputPatch<HSOutput, 3> patch)
{
DSOutput output = (DSOutput)0;
output.Pos = (TessCoord.x * patch[0].Pos) + (TessCoord.y * patch[1].Pos) + (TessCoord.z * patch[2].Pos);
output.UV = mul(TessCoord.x, patch[0].UV) + mul(TessCoord.y, patch[1].UV) + mul(TessCoord.z, patch[2].UV);
output.Normal = TessCoord.x * patch[0].Normal + TessCoord.y * patch[1].Normal + TessCoord.z * patch[2].Normal;
output.Pos.xyz += normalize(output.Normal) * (max(textureDisplacementMap.SampleLevel(samplerDisplacementMap, output.UV.xy, 0).a, 0.0) * ubo.tessStrength);
output.EyesPos = output.Pos.xyz;
output.LightVec = normalize(ubo.lightPos.xyz - output.EyesPos);
output.Pos = mul(ubo.projection, mul(ubo.model, output.Pos));
return output;
}