Moved shaders to new directory
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13
shaders/glsl/terraintessellation/skysphere.frag
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shaders/glsl/terraintessellation/skysphere.frag
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#version 450 core
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layout (location = 0) in vec2 inUV;
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layout (set = 0, binding = 1) uniform sampler2D samplerColorMap;
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layout (location = 0) out vec4 outFragColor;
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void main(void)
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{
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vec4 color = texture(samplerColorMap, inUV);
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outFragColor = vec4(color.rgb, 1.0);
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}
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shaders/glsl/terraintessellation/skysphere.frag.spv
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shaders/glsl/terraintessellation/skysphere.frag.spv
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shaders/glsl/terraintessellation/skysphere.vert
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shaders/glsl/terraintessellation/skysphere.vert
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#version 450 core
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec2 inUV;
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layout (location = 0) out vec2 outUV;
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layout (set = 0, binding = 0) uniform UBO
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{
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mat4 mvp;
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} ubo;
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void main(void)
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{
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gl_Position = ubo.mvp * vec4(inPos, 1.0);
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outUV = inUV;
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}
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shaders/glsl/terraintessellation/skysphere.vert.spv
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shaders/glsl/terraintessellation/skysphere.vert.spv
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shaders/glsl/terraintessellation/terrain.frag
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shaders/glsl/terraintessellation/terrain.frag
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#version 450
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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 inViewVec;
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layout (location = 3) in vec3 inLightVec;
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layout (location = 4) in vec3 inEyePos;
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layout (location = 5) in vec3 inWorldPos;
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layout (location = 0) out vec4 outFragColor;
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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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layers[0] = vec2(-10.0, 10.0);
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layers[1] = vec2(5.0, 45.0);
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layers[2] = vec2(45.0, 80.0);
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layers[3] = vec2(75.0, 100.0);
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layers[4] = vec2(95.0, 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(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(samplerLayers, vec3(inUV * 16.0, i)).rgb;
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}
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return color;
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}
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float fog(float density)
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{
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const float LOG2 = -1.442695;
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float dist = gl_FragCoord.z / gl_FragCoord.w * 0.1;
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float d = density * dist;
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return 1.0 - clamp(exp2(d * d * LOG2), 0.0, 1.0);
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}
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void main()
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{
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vec3 N = 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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vec4 color = vec4((ambient + diffuse) * sampleTerrainLayer(), 1.0);
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const vec4 fogColor = vec4(0.47, 0.5, 0.67, 0.0);
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outFragColor = mix(color, fogColor, fog(0.25));
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}
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shaders/glsl/terraintessellation/terrain.frag.spv
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shaders/glsl/terraintessellation/terrain.frag.spv
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shaders/glsl/terraintessellation/terrain.tesc
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shaders/glsl/terraintessellation/terrain.tesc
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#version 450
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layout(set = 0, binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 modelview;
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vec4 lightPos;
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vec4 frustumPlanes[6];
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float displacementFactor;
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float tessellationFactor;
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vec2 viewportDim;
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float tessellatedEdgeSize;
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} ubo;
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layout(set = 0, binding = 1) uniform sampler2D samplerHeight;
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layout (vertices = 4) out;
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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 = 0) out vec3 outNormal[4];
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layout (location = 1) out vec2 outUV[4];
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// Calculate the tessellation factor based on screen space
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// dimensions of the edge
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float screenSpaceTessFactor(vec4 p0, vec4 p1)
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{
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// Calculate edge mid point
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vec4 midPoint = 0.5 * (p0 + p1);
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// Sphere radius as distance between the control points
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float radius = distance(p0, p1) / 2.0;
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// View space
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vec4 v0 = ubo.modelview * midPoint;
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// Project into clip space
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vec4 clip0 = (ubo.projection * (v0 - vec4(radius, vec3(0.0))));
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vec4 clip1 = (ubo.projection * (v0 + vec4(radius, vec3(0.0))));
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// Get normalized device coordinates
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clip0 /= clip0.w;
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clip1 /= clip1.w;
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// Convert to viewport coordinates
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clip0.xy *= ubo.viewportDim;
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clip1.xy *= ubo.viewportDim;
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// Return the tessellation factor based on the screen size
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// given by the distance of the two edge control points in screen space
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// and a reference (min.) tessellation size for the edge set by the application
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return clamp(distance(clip0, clip1) / ubo.tessellatedEdgeSize * ubo.tessellationFactor, 1.0, 64.0);
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}
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// Checks the current's patch visibility against the frustum using a sphere check
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// Sphere radius is given by the patch size
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bool frustumCheck()
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{
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// Fixed radius (increase if patch size is increased in example)
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const float radius = 8.0f;
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vec4 pos = gl_in[gl_InvocationID].gl_Position;
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pos.y -= textureLod(samplerHeight, inUV[0], 0.0).r * ubo.displacementFactor;
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// Check sphere against frustum planes
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for (int i = 0; i < 6; i++) {
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if (dot(pos, ubo.frustumPlanes[i]) + radius < 0.0)
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{
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return false;
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}
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}
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return true;
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}
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void main()
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{
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if (gl_InvocationID == 0)
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{
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if (!frustumCheck())
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{
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gl_TessLevelInner[0] = 0.0;
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gl_TessLevelInner[1] = 0.0;
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gl_TessLevelOuter[0] = 0.0;
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gl_TessLevelOuter[1] = 0.0;
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gl_TessLevelOuter[2] = 0.0;
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gl_TessLevelOuter[3] = 0.0;
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}
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else
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{
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if (ubo.tessellationFactor > 0.0)
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{
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gl_TessLevelOuter[0] = screenSpaceTessFactor(gl_in[3].gl_Position, gl_in[0].gl_Position);
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gl_TessLevelOuter[1] = screenSpaceTessFactor(gl_in[0].gl_Position, gl_in[1].gl_Position);
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gl_TessLevelOuter[2] = screenSpaceTessFactor(gl_in[1].gl_Position, gl_in[2].gl_Position);
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gl_TessLevelOuter[3] = screenSpaceTessFactor(gl_in[2].gl_Position, gl_in[3].gl_Position);
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gl_TessLevelInner[0] = mix(gl_TessLevelOuter[0], gl_TessLevelOuter[3], 0.5);
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gl_TessLevelInner[1] = mix(gl_TessLevelOuter[2], gl_TessLevelOuter[1], 0.5);
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}
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else
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{
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// Tessellation factor can be set to zero by example
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// to demonstrate a simple passthrough
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gl_TessLevelInner[0] = 1.0;
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gl_TessLevelInner[1] = 1.0;
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gl_TessLevelOuter[0] = 1.0;
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gl_TessLevelOuter[1] = 1.0;
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gl_TessLevelOuter[2] = 1.0;
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gl_TessLevelOuter[3] = 1.0;
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}
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}
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}
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gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
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outNormal[gl_InvocationID] = inNormal[gl_InvocationID];
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outUV[gl_InvocationID] = inUV[gl_InvocationID];
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}
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shaders/glsl/terraintessellation/terrain.tesc.spv
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shaders/glsl/terraintessellation/terrain.tesc.spv
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shaders/glsl/terraintessellation/terrain.tese
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shaders/glsl/terraintessellation/terrain.tese
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#version 450
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layout (set = 0, binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 modelview;
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vec4 lightPos;
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vec4 frustumPlanes[6];
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float displacementFactor;
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float tessellationFactor;
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vec2 viewportDim;
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float tessellatedEdgeSize;
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} ubo;
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layout (set = 0, binding = 1) uniform sampler2D displacementMap;
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layout(quads, equal_spacing, cw) in;
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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 = 0) out vec3 outNormal;
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layout (location = 1) out vec2 outUV;
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layout (location = 2) out vec3 outViewVec;
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layout (location = 3) out vec3 outLightVec;
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layout (location = 4) out vec3 outEyePos;
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layout (location = 5) out vec3 outWorldPos;
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void main()
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{
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// Interpolate UV coordinates
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vec2 uv1 = mix(inUV[0], inUV[1], gl_TessCoord.x);
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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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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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vec4 pos2 = mix(gl_in[3].gl_Position, gl_in[2].gl_Position, gl_TessCoord.x);
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vec4 pos = mix(pos1, pos2, gl_TessCoord.y);
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// Displace
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pos.y -= textureLod(displacementMap, outUV, 0.0).r * ubo.displacementFactor;
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// Perspective projection
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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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outViewVec = -pos.xyz;
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outLightVec = normalize(ubo.lightPos.xyz + outViewVec);
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outWorldPos = pos.xyz;
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outEyePos = vec3(ubo.modelview * pos);
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}
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shaders/glsl/terraintessellation/terrain.tese.spv
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shaders/glsl/terraintessellation/terrain.tese.spv
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shaders/glsl/terraintessellation/terrain.vert
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shaders/glsl/terraintessellation/terrain.vert
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) 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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void main(void)
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{
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gl_Position = vec4(inPos.xyz, 1.0);
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outUV = inUV;
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outNormal = inNormal;
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}
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shaders/glsl/terraintessellation/terrain.vert.spv
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shaders/glsl/terraintessellation/terrain.vert.spv
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