procedural-3d-engine/shaders/glsl/displacement/displacement.tese
2024-01-15 19:12:06 +01:00

37 lines
No EOL
1.1 KiB
GLSL

#version 450
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
vec4 lightPos;
float tessAlpha;
float tessStrength;
float tessLevel;
} ubo;
layout (binding = 1) uniform sampler2D displacementMap;
layout(triangles, equal_spacing, cw) in;
layout (location = 0) in vec3 inNormal[];
layout (location = 1) in vec2 inUV[];
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec2 outUV;
layout (location = 2) out vec3 outEyesPos;
layout (location = 3) out vec3 outLightVec;
void main()
{
gl_Position = (gl_TessCoord.x * gl_in[0].gl_Position) + (gl_TessCoord.y * gl_in[1].gl_Position) + (gl_TessCoord.z * gl_in[2].gl_Position);
outUV = gl_TessCoord.x * inUV[0] + gl_TessCoord.y * inUV[1] + gl_TessCoord.z * inUV[2];
outNormal = gl_TessCoord.x * inNormal[0] + gl_TessCoord.y * inNormal[1] + gl_TessCoord.z * inNormal[2];
gl_Position.xyz += normalize(outNormal) * (max(textureLod(displacementMap, outUV.st, 0.0).a, 0.0) * ubo.tessStrength);
outEyesPos = (gl_Position).xyz;
outLightVec = normalize(ubo.lightPos.xyz - outEyesPos);
gl_Position = ubo.projection * ubo.modelview * gl_Position;
}