mirror of
https://github.com/barkeser2002/flower.git
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93 lines
2.9 KiB
GLSL
93 lines
2.9 KiB
GLSL
#version 460
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#extension GL_EXT_nonuniform_qualifier : enable
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#extension GL_GOOGLE_include_directive : enable
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#define SHARED_SAMPLER_SET 1
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#include "common_shader.glsl"
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layout(set = 0, binding = 0) uniform UniformFrameData { PerFrameData frameData; };
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layout(set = 0, binding = 1) buffer SSBOPatchBuffer { TerrainPatch patches[]; } ssboPatchBuffer;
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layout(set = 0, binding = 2) uniform texture2D heightmapTexture;
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layout(set = 0, binding = 3) buffer SSBOCascadeInfoBuffer { CascadeInfo cascadeInfos[]; };
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layout(location = 0) in vec2 vsIn;
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layout (push_constant) uniform PushConsts
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{
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uint inCascadeId;
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};
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void main()
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{
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TerrainPatch patchInfo = ssboPatchBuffer.patches[gl_InstanceIndex];
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vec3 localPos = vec3(patchInfo.position.x, 0.0, patchInfo.position.y);
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uint topDiff = (patchInfo.patchCrossLOD & (0xff << 0)) >> 0;
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uint downDiff = (patchInfo.patchCrossLOD & (0xff << 8)) >> 8;
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uint leftDiff = (patchInfo.patchCrossLOD & (0xff << 16)) >> 16;
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uint rightDiff = (patchInfo.patchCrossLOD & (0xff << 24)) >> 24;
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const float kQuadSize = 1.0 / 16.0;
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const float kEpsilonQuad = kQuadSize * 0.5;
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vec2 snapPos = vsIn;
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// Top fix.
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if((vsIn.y < kEpsilonQuad) && (topDiff > 0))
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{
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float modSize = exp2(topDiff) * kQuadSize;
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float lessValue = mod(vsIn.x, modSize);
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if(lessValue > kEpsilonQuad)
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{
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snapPos.x = vsIn.x + (modSize - lessValue);
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}
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}
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// Down fix
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if((vsIn.y > 1.0 - kEpsilonQuad) && (downDiff > 0))
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{
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float modSize = exp2(downDiff) * kQuadSize;
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float lessValue = mod(vsIn.x, modSize);
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if(lessValue > kEpsilonQuad)
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{
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snapPos.x = vsIn.x - lessValue;
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}
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}
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// left fix
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if((vsIn.x < kEpsilonQuad) && (leftDiff > 0))
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{
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float modSize = exp2(leftDiff) * kQuadSize;
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float lessValue = mod(vsIn.y, modSize);
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if(lessValue > kEpsilonQuad)
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{
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snapPos.y = vsIn.y + (modSize - lessValue);
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}
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}
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// right fix
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if((vsIn.x > 1.0 - kEpsilonQuad) && (rightDiff > 0))
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{
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float modSize = exp2(rightDiff) * kQuadSize;
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float lessValue = mod(vsIn.y, modSize);
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if(lessValue > kEpsilonQuad)
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{
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snapPos.y = vsIn.y - lessValue;
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}
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}
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float tileDim = getTerrainLODSizeFromLOD(patchInfo.lod);
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float patchDim = tileDim / 8.0; // Meter.
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localPos += vec3(snapPos.x, 0.0, snapPos.y) * patchDim;
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vec2 localUv = vec2(localPos.x - frameData.landscape.offsetX, localPos.z - frameData.landscape.offsetY) / vec2(frameData.landscape.terrainDimension);
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float heightmapValue = texture(sampler2D(heightmapTexture, linearClampEdgeSampler), localUv).x;
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localPos.y = mix(frameData.landscape.minHeight, frameData.landscape.maxHeight, heightmapValue);
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vec4 worldPos = vec4(localPos, 1.0);
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gl_Position = cascadeInfos[inCascadeId].viewProj * worldPos;
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} |