Files
flower/install/shader/terrain_shadow_depth.glsl

93 lines
2.9 KiB
GLSL

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