Camera setup, terrain texture transitions
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3 changed files with 7 additions and 6 deletions
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@ -20,10 +20,10 @@ vec3 sampleTerrainLayer()
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// Define some layer ranges for sampling depending on terrain height
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// Define some layer ranges for sampling depending on terrain height
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vec2 layers[6];
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vec2 layers[6];
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layers[0] = vec2(-10.0, 10.0);
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layers[0] = vec2(-10.0, 10.0);
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layers[1] = vec2(5.0, 35.0);
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layers[1] = vec2(5.0, 45.0);
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layers[2] = vec2(30.0, 70.0);
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layers[2] = vec2(45.0, 80.0);
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layers[3] = vec2(60.0, 95.0);
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layers[3] = vec2(75.0, 100.0);
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layers[4] = vec2(85.0, 140.0);
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layers[4] = vec2(95.0, 140.0);
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layers[5] = vec2(140.0, 190.0);
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layers[5] = vec2(140.0, 190.0);
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vec3 color = vec3(0.0);
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vec3 color = vec3(0.0);
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@ -118,8 +118,9 @@ public:
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title = "Vulkan Example - Dynamic terrain tessellation";
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title = "Vulkan Example - Dynamic terrain tessellation";
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camera.type = Camera::CameraType::firstperson;
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camera.type = Camera::CameraType::firstperson;
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camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 512.0f);
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camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 512.0f);
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camera.setRotation(glm::vec3(-11.0f, 56.0f, 0.0f));
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camera.setRotation(glm::vec3(-12.0f, 159.0f, 0.0f));
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camera.setTranslation(glm::vec3(60.0f, 20.5f, -44.0f));
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camera.setTranslation(glm::vec3(18.0f, 22.5f, 57.5f));
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camera.movementSpeed = 7.5f;
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camera.movementSpeed = 7.5f;
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// Support for tessellation shaders is optional, so check first
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// Support for tessellation shaders is optional, so check first
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//if (!deviceFeatures.tessellationShader)
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//if (!deviceFeatures.tessellationShader)
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