procedural-3d-engine/data/shaders/terraintessellation/terrain.tese

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#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;
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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);
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outWorldPos = pos.xyz;
outEyePos = vec3(ubo.modelview * pos);
}