| /* |
| The MIT License (MIT) |
| |
| Copyright (c) 2022 Google LLC |
| Copyright (c) 2022 Sascha Willems |
| |
| Permission is hereby granted, free of charge, to any person obtaining a copy |
| of this software and associated documentation files (the "Software"), to deal |
| in the Software without restriction, including without limitation the rights |
| to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
| copies of the Software, and to permit persons to whom the Software is |
| furnished to do so, subject to the following conditions: |
| |
| The above copyright notice and this permission notice shall be included in all |
| copies or substantial portions of the Software. |
| |
| THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
| IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
| AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
| LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
| OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE |
| SOFTWARE. |
| */ |
| |
| struct UBO |
| { |
| float4x4 projection; |
| float4x4 modelview; |
| float4 lightPos; |
| float4 frustumPlanes[6]; |
| float displacementFactor; |
| float tessellationFactor; |
| float2 viewportDim; |
| float tessellatedEdgeSize; |
| }; |
| cbuffer ubo : register(b0) { UBO ubo; }; |
| |
| Texture2D displacementMapTexture : register(t1); |
| SamplerState displacementMapSampler : register(s1); |
| |
| struct HSOutput |
| { |
| [[vk::location(2)]] float4 Pos : SV_POSITION; |
| [[vk::location(0)]] float3 Normal : NORMAL0; |
| [[vk::location(1)]] float2 UV : TEXCOORD0; |
| }; |
| |
| struct ConstantsHSOutput |
| { |
| float TessLevelOuter[4] : SV_TessFactor; |
| float TessLevelInner[2] : SV_InsideTessFactor; |
| }; |
| |
| struct DSOutput |
| { |
| float4 Pos : SV_POSITION; |
| [[vk::location(0)]] float3 Normal : NORMAL0; |
| [[vk::location(1)]] float2 UV : TEXCOORD0; |
| [[vk::location(2)]] float3 ViewVec : TEXCOORD1; |
| [[vk::location(3)]] float3 LightVec : TEXCOORD2; |
| [[vk::location(4)]] float3 EyePos : POSITION1; |
| [[vk::location(5)]] float3 WorldPos : POSITION0; |
| }; |
| |
| [domain("quad")] |
| DSOutput main(ConstantsHSOutput input, float2 TessCoord : SV_DomainLocation, const OutputPatch<HSOutput, 4> patch) |
| { |
| // Interpolate UV coordinates |
| DSOutput output = (DSOutput)0; |
| float2 uv1 = lerp(patch[0].UV, patch[1].UV, TessCoord.x); |
| float2 uv2 = lerp(patch[3].UV, patch[2].UV, TessCoord.x); |
| output.UV = lerp(uv1, uv2, TessCoord.y); |
| |
| float3 n1 = lerp(patch[0].Normal, patch[1].Normal, TessCoord.x); |
| float3 n2 = lerp(patch[3].Normal, patch[2].Normal, TessCoord.x); |
| output.Normal = lerp(n1, n2, TessCoord.y); |
| |
| // Interpolate positions |
| float4 pos1 = lerp(patch[0].Pos, patch[1].Pos, TessCoord.x); |
| float4 pos2 = lerp(patch[3].Pos, patch[2].Pos, TessCoord.x); |
| float4 pos = lerp(pos1, pos2, TessCoord.y); |
| // Displace |
| pos.y -= displacementMapTexture.SampleLevel(displacementMapSampler, output.UV, 0.0).r * ubo.displacementFactor; |
| // Perspective projection |
| output.Pos = mul(ubo.projection, mul(ubo.modelview, pos)); |
| |
| // Calculate vectors for lighting based on tessellated position |
| output.ViewVec = -pos.xyz; |
| output.LightVec = normalize(ubo.lightPos.xyz + output.ViewVec); |
| output.WorldPos = pos.xyz; |
| output.EyePos = mul(ubo.modelview, pos).xyz; |
| return output; |
| } |