Explicit LOD fetch in tessellation evaluation shader (Fixes #71)
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@ -31,7 +31,7 @@ void main()
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outUV = gl_TessCoord.x * inUV[0] + gl_TessCoord.y * inUV[1] + gl_TessCoord.z * inUV[2];
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outNormal = gl_TessCoord.x * inNormal[0] + gl_TessCoord.y * inNormal[1] + gl_TessCoord.z * inNormal[2];
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gl_Position.xyz += normalize(outNormal) * (max(texture(displacementMap, outUV.st).r, 0.45) * ubo.tessStrength);
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gl_Position.xyz += normalize(outNormal) * (max(textureLod(displacementMap, outUV.st, 0.0).r, 0.45) * ubo.tessStrength);
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outEyesPos = (gl_Position).xyz;
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outLightVec = normalize(ubo.lightPos.xyz - outEyesPos);
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