Explicit LOD fetch in tessellation evaluation shader (Fixes #71)

This commit is contained in:
saschawillems 2016-03-10 19:28:36 +01:00
parent 4ac655d8c2
commit 15dac77a4c
6 changed files with 1 additions and 1 deletions

View file

@ -31,7 +31,7 @@ void main()
outUV = gl_TessCoord.x * inUV[0] + gl_TessCoord.y * inUV[1] + gl_TessCoord.z * inUV[2]; outUV = gl_TessCoord.x * inUV[0] + gl_TessCoord.y * inUV[1] + gl_TessCoord.z * inUV[2];
outNormal = gl_TessCoord.x * inNormal[0] + gl_TessCoord.y * inNormal[1] + gl_TessCoord.z * inNormal[2]; outNormal = gl_TessCoord.x * inNormal[0] + gl_TessCoord.y * inNormal[1] + gl_TessCoord.z * inNormal[2];
gl_Position.xyz += normalize(outNormal) * (max(texture(displacementMap, outUV.st).r, 0.45) * ubo.tessStrength); gl_Position.xyz += normalize(outNormal) * (max(textureLod(displacementMap, outUV.st, 0.0).r, 0.45) * ubo.tessStrength);
outEyesPos = (gl_Position).xyz; outEyesPos = (gl_Position).xyz;
outLightVec = normalize(ubo.lightPos.xyz - outEyesPos); outLightVec = normalize(ubo.lightPos.xyz - outEyesPos);