Moved shaders to new directory
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71
shaders/hlsl/terraintessellation/terrain.tese
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71
shaders/hlsl/terraintessellation/terrain.tese
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// Copyright 2020 Google LLC
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struct UBO
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{
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float4x4 projection;
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float4x4 modelview;
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float4 lightPos;
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float4 frustumPlanes[6];
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float displacementFactor;
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float tessellationFactor;
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float2 viewportDim;
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float tessellatedEdgeSize;
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};
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cbuffer ubo : register(b0) { UBO ubo; };
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Texture2D displacementMapTexture : register(t1);
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SamplerState displacementMapSampler : register(s1);
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struct HSOutput
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{
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[[vk::location(2)]] float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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};
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struct ConstantsHSOutput
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{
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float TessLevelOuter[4] : SV_TessFactor;
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float TessLevelInner[2] : SV_InsideTessFactor;
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};
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struct DSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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[[vk::location(2)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(3)]] float3 LightVec : TEXCOORD2;
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[[vk::location(4)]] float3 EyePos : POSITION1;
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[[vk::location(5)]] float3 WorldPos : POSITION0;
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};
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[domain("quad")]
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DSOutput main(ConstantsHSOutput input, float2 TessCoord : SV_DomainLocation, const OutputPatch<HSOutput, 4> patch)
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{
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// Interpolate UV coordinates
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DSOutput output = (DSOutput)0;
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float2 uv1 = lerp(patch[0].UV, patch[1].UV, TessCoord.x);
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float2 uv2 = lerp(patch[3].UV, patch[2].UV, TessCoord.x);
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output.UV = lerp(uv1, uv2, TessCoord.y);
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float3 n1 = lerp(patch[0].Normal, patch[1].Normal, TessCoord.x);
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float3 n2 = lerp(patch[3].Normal, patch[2].Normal, TessCoord.x);
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output.Normal = lerp(n1, n2, TessCoord.y);
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// Interpolate positions
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float4 pos1 = lerp(patch[0].Pos, patch[1].Pos, TessCoord.x);
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float4 pos2 = lerp(patch[3].Pos, patch[2].Pos, TessCoord.x);
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float4 pos = lerp(pos1, pos2, TessCoord.y);
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// Displace
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pos.y -= displacementMapTexture.SampleLevel(displacementMapSampler, output.UV, 0.0).r * ubo.displacementFactor;
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// Perspective projection
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output.Pos = mul(ubo.projection, mul(ubo.modelview, pos));
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// Calculate vectors for lighting based on tessellated position
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output.ViewVec = -pos.xyz;
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output.LightVec = normalize(ubo.lightPos.xyz + output.ViewVec);
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output.WorldPos = pos.xyz;
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output.EyePos = mul(ubo.modelview, pos).xyz;
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return output;
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}
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