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#version 450 core
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layout(quads, fractional_even_spacing, cw) in;
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layout(binding = 0) uniform sampler2D heightTexture;
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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 TC_OUT {
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vec3 position;
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vec2 texCoord;
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} te_in[];
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out TE_OUT {
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vec3 position;
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vec2 texCoord;
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vec3 normal;
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} te_out;
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float getHeight(vec2 uv) {
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return texture(heightTexture, uv).r * displacementScale;
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}
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vec3 calculateSmoothNormal(vec3 pos, vec2 coord) {
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// Currently hardcoded to match patch density
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float step = 1.0f / (float(gridDensity) * maxTessellation + 1.0f);
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// Find surrounding heights
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float hLeft = getHeight(coord + vec2(-step, 0.0f));
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float hRight = getHeight(coord + vec2(step, 0.0f));
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float hUp = getHeight(coord + vec2(0.0f, step));
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float hDown = getHeight(coord + vec2(0.0f, -step));
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// Calculate tangents
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vec3 tangentX = normalize(vec3(step, hRight - hLeft, 0.0));
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vec3 tangentY = normalize(vec3(0.0, hUp - hDown, step));
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return normalize(cross(tangentY, tangentX));
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}
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void main() {
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// Interpolate texture coordinates
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vec2 texCoord = mix(
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mix(te_in[0].texCoord, te_in[1].texCoord, gl_TessCoord[0]),
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mix(te_in[3].texCoord, te_in[2].texCoord, gl_TessCoord[0]),
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gl_TessCoord[1]
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);
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// Interpolate the original position
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vec3 position = mix(
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mix(te_in[0].position, te_in[1].position, gl_TessCoord[0]),
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mix(te_in[3].position, te_in[2].position, gl_TessCoord[0]),
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gl_TessCoord[1]
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);
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position.z += texture(heightTexture, texCoord).r * displacementScale;
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te_out.position = (M*vec4(position, 1.0f)).xyz; // Position in world-space
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te_out.texCoord = texCoord;
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te_out.normal = calculateSmoothNormal(position, texCoord);
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gl_Position = PV*M*vec4(position, 1.0f); // Position in screen-space
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}
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