Calculate terrain normals and enable lighting
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c26e1b7918
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5 changed files with 84 additions and 33 deletions
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@ -3,17 +3,17 @@
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (set = 0, binding = 1) uniform sampler2D displacementMap;
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layout (set = 0, binding = 2) uniform sampler2DArray terrainLayers;
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layout (set = 0, binding = 1) uniform sampler2D samplerHeight;
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layout (set = 0, binding = 2) uniform sampler2DArray samplerLayers;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inEyePos;
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layout (location = 2) in vec3 inViewVec;
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layout (location = 3) in vec3 inLightVec;
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layout (location = 0) out vec4 outFragColor;
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vec4 sampleTerrainLayer()
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vec3 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[6];
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@ -27,33 +27,24 @@ vec4 sampleTerrainLayer()
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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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float height = textureLod(samplerHeight, inUV, 0.0).r * 255.0;
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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(0.0, weight);
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color += weight * texture(terrainLayers, vec3(inUV * 16.0, i)).rgb;
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color += weight * texture(samplerLayers, vec3(inUV * 16.0, i)).rgb;
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}
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return vec4(color, 1.0);
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return color;
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}
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void main()
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{
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/* todo: no lighting yet
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vec3 N = normalize(inNormal);
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vec3 L = normalize(vec3(1.0));
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vec3 Eye = normalize(inEyePos);
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vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
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vec4 IAmbient = vec4(vec3(0.15), 1.0);
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vec4 IDiffuse = vec4(1.0) * max(dot(inNormal, inLightVec), 0.0);
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outFragColor = vec4((IAmbient + IDiffuse) * vec4(texture(terrainLayers, vec3(inUV, 0.0)).rgb, 1.0));
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*/
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outFragColor = sampleTerrainLayer();
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//outFragColor.rgb = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 ambient = vec3(0.5);
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vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
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outFragColor = vec4((ambient + diffuse) * sampleTerrainLayer(), 1.0);
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}
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@ -24,7 +24,7 @@ layout (location = 1) in vec2 inUV[];
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec2 outUV;
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layout (location = 2) out vec3 outEyePos;
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layout (location = 2) out vec3 outViewVec;
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layout (location = 3) out vec3 outLightVec;
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void main()
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@ -34,10 +34,9 @@ void main()
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vec2 uv2 = mix(inUV[3], inUV[2], gl_TessCoord.x);
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outUV = mix(uv1, uv2, gl_TessCoord.y);
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// Interpolate normals
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vec3 nm1 = mix(inNormal[0], inNormal[1], gl_TessCoord.x);
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vec3 nm2 = mix(inNormal[3], inNormal[2], gl_TessCoord.x);
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outNormal = mix(nm1, nm2, gl_TessCoord.y);
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vec3 n1 = mix(inNormal[0], inNormal[1], gl_TessCoord.x);
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vec3 n2 = mix(inNormal[3], inNormal[2], gl_TessCoord.x);
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outNormal = mix(n1, n2, gl_TessCoord.y);
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// Interpolate positions
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vec4 pos1 = mix(gl_in[0].gl_Position, gl_in[1].gl_Position, gl_TessCoord.x);
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@ -49,6 +48,6 @@ void main()
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gl_Position = ubo.projection * ubo.modelview * pos;
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// Calculate vectors for lighting based on tessellated position
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outEyePos = -pos.xyz;
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outLightVec = normalize(ubo.lightPos.xyz + outEyePos);
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outViewVec = -pos.xyz;
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outLightVec = normalize(ubo.lightPos.xyz + outViewVec);
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}
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