/* The MIT License (MIT) Copyright (c) 2022 Sascha Willems Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #version 450 layout (set = 0, binding = 0) uniform UBO { mat4 projection; mat4 modelview; vec4 lightPos; vec4 frustumPlanes[6]; float displacementFactor; float tessellationFactor; vec2 viewportDim; float tessellatedEdgeSize; } ubo; layout (set = 0, binding = 1) uniform sampler2D displacementMap; layout(quads, 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 outViewVec; layout (location = 3) out vec3 outLightVec; layout (location = 4) out vec3 outEyePos; layout (location = 5) out vec3 outWorldPos; void main() { // Interpolate UV coordinates vec2 uv1 = mix(inUV[0], inUV[1], gl_TessCoord.x); vec2 uv2 = mix(inUV[3], inUV[2], gl_TessCoord.x); outUV = mix(uv1, uv2, gl_TessCoord.y); vec3 n1 = mix(inNormal[0], inNormal[1], gl_TessCoord.x); vec3 n2 = mix(inNormal[3], inNormal[2], gl_TessCoord.x); outNormal = mix(n1, n2, gl_TessCoord.y); // Interpolate positions vec4 pos1 = mix(gl_in[0].gl_Position, gl_in[1].gl_Position, gl_TessCoord.x); vec4 pos2 = mix(gl_in[3].gl_Position, gl_in[2].gl_Position, gl_TessCoord.x); vec4 pos = mix(pos1, pos2, gl_TessCoord.y); // Displace pos.y -= textureLod(displacementMap, outUV, 0.0).r * ubo.displacementFactor; // Perspective projection gl_Position = ubo.projection * ubo.modelview * pos; // Calculate vectors for lighting based on tessellated position outViewVec = -pos.xyz; outLightVec = normalize(ubo.lightPos.xyz + outViewVec); outWorldPos = pos.xyz; outEyePos = vec3(ubo.modelview * pos); }