// Copyright 2020 Google LLC // Copyright 2023 Sascha Willems struct UBO { float4x4 projection; float4x4 model; float4 lightPos; float tessAlpha; float tessStrength; float tessLevel; }; cbuffer ubo : register(b0) { UBO ubo; } Texture2D textureDisplacementMap : register(t1); SamplerState samplerDisplacementMap : register(s1); struct HSOutput { [[vk::location(2)]] float4 Pos : POSITION; [[vk::location(0)]] float3 Normal : NORMAL0; [[vk::location(1)]] float2 UV : TEXCOORD0; }; struct ConstantsHSOutput { float TessLevelOuter[3] : SV_TessFactor; float TessLevelInner : SV_InsideTessFactor; }; struct DSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float3 Normal : NORMAL0; [[vk::location(1)]] float2 UV : TEXCOORD0; [[vk::location(2)]] float3 EyesPos : POSITION0; [[vk::location(3)]] float3 LightVec : TEXCOORD1; }; [domain("tri")] DSOutput main(ConstantsHSOutput input, float3 TessCoord : SV_DomainLocation, const OutputPatch patch) { DSOutput output = (DSOutput)0; output.Pos = (TessCoord.x * patch[0].Pos) + (TessCoord.y * patch[1].Pos) + (TessCoord.z * patch[2].Pos); output.UV = mul(TessCoord.x, patch[0].UV) + mul(TessCoord.y, patch[1].UV) + mul(TessCoord.z, patch[2].UV); output.Normal = TessCoord.x * patch[0].Normal + TessCoord.y * patch[1].Normal + TessCoord.z * patch[2].Normal; output.Pos.xyz += normalize(output.Normal) * (max(textureDisplacementMap.SampleLevel(samplerDisplacementMap, output.UV.xy, 0).a, 0.0) * ubo.tessStrength); output.EyesPos = output.Pos.xyz; output.LightVec = normalize(ubo.lightPos.xyz - output.EyesPos); output.Pos = mul(ubo.projection, mul(ubo.model, output.Pos)); return output; }