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#version 450 core
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layout(vertices = 4) out;
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layout(binding = 0) uniform sampler2D heightTexture;
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uniform float tessellationFactor;
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layout(std140, binding = 4) uniform GeoUniforms
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{
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mat4 PV;
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mat4 M;
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float minTessellation;
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float maxTessellation;
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float displacementScale;
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int gridDensity;
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};
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in VS_OUT {
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vec3 position;
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vec2 texCoord;
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} tc_in[];
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out TC_OUT {
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vec3 position;
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vec2 texCoord;
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} tc_out[];
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void main() {
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// Pass through position and texture coordinates to the tessellation evaluation shader
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tc_out[gl_InvocationID].position = tc_in[gl_InvocationID].position;
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tc_out[gl_InvocationID].texCoord = tc_in[gl_InvocationID].texCoord;
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// Set tessellation levels
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if (gl_InvocationID == 0) {
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gl_TessLevelOuter[0] = maxTessellation;
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gl_TessLevelOuter[1] = maxTessellation;
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gl_TessLevelOuter[2] = maxTessellation;
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gl_TessLevelOuter[3] = maxTessellation;
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gl_TessLevelInner[0] = maxTessellation;
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gl_TessLevelInner[1] = maxTessellation;
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}
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}
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