qt6windows7/tests/manual/rhi/displacement/material.tese

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2023-11-02 05:23:55 +08:00
#version 440
layout(triangles, fractional_odd_spacing, ccw) in;
layout(location = 0) in vec2 in_uv[];
layout(location = 1) in vec3 in_normal[];
//layout(location = 0) out vec2 out_uv;
layout(location = 1) out vec3 out_normal;
layout(std140, binding = 0) uniform buf {
mat4 mvp;
float displacementAmount;
float tessInner;
float tessOuter;
int useTex;
};
layout(binding = 1) uniform sampler2D displacementMap;
void main()
{
vec4 pos = (gl_TessCoord.x * gl_in[0].gl_Position) + (gl_TessCoord.y * gl_in[1].gl_Position) + (gl_TessCoord.z * gl_in[2].gl_Position);
vec2 uv = gl_TessCoord.x * in_uv[0].xy + gl_TessCoord.y * in_uv[1].xy;
vec3 normal = normalize(gl_TessCoord.x * in_normal[0] + gl_TessCoord.y * in_normal[1] + gl_TessCoord.z * in_normal[2]);
vec4 c = texture(displacementMap, uv);
const vec3 yCoeff_709 = vec3(0.2126, 0.7152, 0.0722);
float df = dot(c.rgb, yCoeff_709);
if (useTex == 0)
df = 1.0;
vec3 displacedPos = pos.xyz + normal * df * displacementAmount;
gl_Position = mvp * vec4(displacedPos, 1.0);
// out_uv = uv;
out_normal = normal;
}