Added resources for dynamic terrain tessellation example
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5 changed files with 15 additions and 12 deletions
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@ -16,22 +16,24 @@ layout (location = 0) out vec4 outFragColor;
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vec4 sampleTerrainLayer()
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{
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// Define some layer ranges for sampling depending on terrain height
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vec2 layers[4];
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layers[0] = vec2(0.0, 5.0);
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layers[1] = vec2(5.0, 50.0);
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layers[2] = vec2(50.0, 120.0);
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layers[3] = vec2(120.0, 255.0);
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vec2 layers[6];
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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[2] = vec2(30.0, 70.0);
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layers[3] = vec2(60.0, 95.0);
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layers[4] = vec2(85.0, 140.0);
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layers[5] = vec2(140.0, 190.0);
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vec3 color = vec3(0.0);
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// Get height from displacement map
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float height = textureLod(displacementMap, inUV, 0.0).r * 255.0;
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for (int i = 0; i < 4; i++)
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for (int i = 0; i < 6; i++)
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{
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float range = layers[i].y - layers[i].x;
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float weight = (range - abs(height - layers[i].y)) / range;
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weight = max(0.05, weight);
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weight = max(0.0, weight);
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color += weight * texture(terrainLayers, vec3(inUV * 16.0, i)).rgb;
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}
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