40 lines
903 B
Python
40 lines
903 B
Python
$input a_texcoord0
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$output v_texcoord0
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#include "terrain_common.sh"
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BUFFER_RO(u_CulledSubdBuffer, uint, 2);
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BUFFER_RO(u_VertexBuffer, vec4, 3);
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BUFFER_RO(u_IndexBuffer, uint, 4);
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void main()
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{
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// get threadID (each key is associated to a thread)
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int threadID = gl_InstanceID;
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// get coarse triangle associated to the key
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uint primID = u_CulledSubdBuffer[threadID*2];
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vec4 v_in[3];
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v_in[0] = u_VertexBuffer[u_IndexBuffer[primID * 3 ]];
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v_in[1] = u_VertexBuffer[u_IndexBuffer[primID * 3 + 1]];
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v_in[2] = u_VertexBuffer[u_IndexBuffer[primID * 3 + 2]];
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// compute sub-triangle associated to the key
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uint key = u_CulledSubdBuffer[threadID*2+1];
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vec4 v[3];
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subd(key, v_in, v);
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// compute vertex location
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vec4 finalVertex = berp(v, a_texcoord0);
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finalVertex.z+= dmap(finalVertex.xy);
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v_texcoord0 = finalVertex.xy * 0.5 + 0.5;
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gl_Position = mul(u_modelViewProj, finalVertex);
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}
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