Updated displacement example

This commit is contained in:
saschawillems 2016-06-06 14:28:13 +02:00
parent 0ecff76c40
commit 2ec1a60535
16 changed files with 77 additions and 177 deletions

View file

@ -3,7 +3,7 @@
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 3) uniform sampler2D colorMap;
layout (binding = 2) uniform sampler2D colorMap;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec2 inUV;
@ -25,5 +25,5 @@ void main()
vec4 IAmbient = vec4(0.0, 0.0, 0.0, 1.0);
vec4 IDiffuse = vec4(1.0) * max(dot(inNormal, inLightVec), 0.0);
outFragColor = vec4((IAmbient + IDiffuse) * texture(colorMap, inUV));
outFragColor = vec4((IAmbient + IDiffuse) * vec4(texture(colorMap, inUV).rgb, 1.0));
}

View file

@ -18,15 +18,15 @@ layout (location = 1) out vec2 outUV[3];
void main()
{
if (gl_InvocationID == 0)
{
gl_TessLevelInner[0] = ubo.tessLevel;
gl_TessLevelOuter[0] = ubo.tessLevel;
gl_TessLevelOuter[1] = ubo.tessLevel;
gl_TessLevelOuter[2] = ubo.tessLevel;
}
if (gl_InvocationID == 0)
{
gl_TessLevelInner[0] = ubo.tessLevel;
gl_TessLevelOuter[0] = ubo.tessLevel;
gl_TessLevelOuter[1] = ubo.tessLevel;
gl_TessLevelOuter[2] = ubo.tessLevel;
}
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
outNormal[gl_InvocationID] = inNormal[gl_InvocationID];
outUV[gl_InvocationID] = inUV[gl_InvocationID];
}

View file

@ -26,12 +26,11 @@ layout (location = 3) out vec3 outLightVec;
void main()
{
gl_Position = (gl_TessCoord.x * gl_in[0].gl_Position) + (gl_TessCoord.y * gl_in[1].gl_Position) + (gl_TessCoord.z * gl_in[2].gl_Position);
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];
gl_Position.xyz += normalize(outNormal) * (max(textureLod(displacementMap, outUV.st, 0.0).r, 0.45) * ubo.tessStrength);
gl_Position.xyz += normalize(outNormal) * (max(textureLod(displacementMap, outUV.st, 0.0).a, 0.0) * ubo.tessStrength);
outEyesPos = (gl_Position).xyz;
outLightVec = normalize(ubo.lightPos.xyz - outEyesPos);

View file

@ -1,7 +1,5 @@
glslangvalidator -V base.vert -o base.vert.spv
glslangvalidator -V base.frag -o base.frag.spv
glslangvalidator -V passthrough.tesc -o passthrough.tesc.spv
glslangvalidator -V passthrough.tese -o passthrough.tese.spv
glslangvalidator -V displacement.tesc -o displacement.tesc.spv
glslangvalidator -V displacement.tese -o displacement.tese.spv

View file

@ -1,26 +0,0 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (vertices = 3) out;
layout (location = 0) in vec3 inNormal[];
layout (location = 1) in vec2 inTexCoord[];
layout (location = 0) out vec3 outNormal[3];
layout (location = 3) out vec2 oTexCoord[3];
void main(void)
{
if (gl_InvocationID == 0)
{
gl_TessLevelInner[0] = 1.0;
gl_TessLevelOuter[0] = 1.0;
gl_TessLevelOuter[1] = 1.0;
gl_TessLevelOuter[2] = 1.0;
}
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
outNormal[gl_InvocationID] = inNormal[gl_InvocationID];
oTexCoord[gl_InvocationID] = inTexCoord[gl_InvocationID];
}

View file

@ -1,34 +0,0 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (triangles) in;
layout (binding = 1) uniform UBO
{
mat4 projection;
mat4 model;
vec3 lightPos;
float tessAlpha;
float tessStrength;
} ubo;
layout (location = 0) in vec3 inNormal[];
layout (location = 3) in vec2 inTexCoord[];
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec2 outTexCoord;
layout (location = 2) out vec3 outEyesPos;
layout (location = 3) out vec3 outLightVec;
void main(void)
{
gl_Position = (gl_TessCoord.x * gl_in[0].gl_Position) + (gl_TessCoord.y * gl_in[1].gl_Position) + (gl_TessCoord.z * gl_in[2].gl_Position);
outNormal = gl_TessCoord.x * inNormal[0] + gl_TessCoord.y * inNormal[1] + gl_TessCoord.z * inNormal[2];
outTexCoord = gl_TessCoord.x * inTexCoord[0] + gl_TessCoord.y * inTexCoord[1] + gl_TessCoord.z * inTexCoord[2];
gl_Position.xyz += normalize(outNormal);
outEyesPos = (gl_Position).xyz;
outLightVec = normalize(ubo.lightPos - outEyesPos);
gl_Position = ubo.projection * ubo.model * gl_Position;
}