51 lines
1.5 KiB
Text
51 lines
1.5 KiB
Text
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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 (set = 0, binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 modelview;
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vec4 lightPos;
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float displacementFactor;
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float tessellationFalloff;
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} ubo;
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layout (set = 0, binding = 1) uniform sampler2D displacementMap;
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layout(quads, equal_spacing, cw) 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 outEyePos;
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layout (location = 3) out vec3 outLightVec;
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void main()
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{
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// Interpolate UV coordinates
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vec2 uv1 = mix(inUV[0], inUV[1], gl_TessCoord.x);
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vec2 uv2 = mix(inUV[3], inUV[2], gl_TessCoord.x);
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outUV = mix(uv1, uv2, gl_TessCoord.y);
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// Interpolate normals
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vec3 nm1 = mix(inNormal[0], inNormal[1], gl_TessCoord.x);
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vec3 nm2 = mix(inNormal[3], inNormal[2], gl_TessCoord.x);
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outNormal = mix(nm1, nm2, gl_TessCoord.y);
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// Interpolate positions
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vec4 pos1 = mix(gl_in[0].gl_Position, gl_in[1].gl_Position, gl_TessCoord.x);
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vec4 pos2 = mix(gl_in[3].gl_Position, gl_in[2].gl_Position, gl_TessCoord.x);
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vec4 pos = mix(pos1, pos2, gl_TessCoord.y);
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// Displace
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pos.y -= textureLod(displacementMap, outUV, 0.0).r * ubo.displacementFactor;
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// Perspective projection
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gl_Position = ubo.projection * ubo.modelview * pos;
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// Calculate vectors for lighting based on tessellated position
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outEyePos = -pos.xyz;
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outLightVec = normalize(ubo.lightPos.xyz + outEyePos);
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}
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