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externals/glslang/Test/spv.debuginfo.glsl.tese
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externals/glslang/Test/spv.debuginfo.glsl.tese
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/*
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The MIT License (MIT)
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Copyright (c) 2022 Sascha Willems
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#version 450
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layout (set = 0, binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 modelview;
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vec4 lightPos;
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vec4 frustumPlanes[6];
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float displacementFactor;
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float tessellationFactor;
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vec2 viewportDim;
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float tessellatedEdgeSize;
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} ubo;
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layout (set = 0, binding = 1) uniform sampler2D displacementMap;
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layout(quads, equal_spacing, cw) in;
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layout (location = 0) in vec3 inNormal[];
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layout (location = 1) in vec2 inUV[];
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec2 outUV;
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layout (location = 2) out vec3 outViewVec;
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layout (location = 3) out vec3 outLightVec;
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layout (location = 4) out vec3 outEyePos;
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layout (location = 5) out vec3 outWorldPos;
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void main()
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{
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// Interpolate UV coordinates
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vec2 uv1 = mix(inUV[0], inUV[1], gl_TessCoord.x);
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vec2 uv2 = mix(inUV[3], inUV[2], gl_TessCoord.x);
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outUV = mix(uv1, uv2, gl_TessCoord.y);
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vec3 n1 = mix(inNormal[0], inNormal[1], gl_TessCoord.x);
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vec3 n2 = mix(inNormal[3], inNormal[2], gl_TessCoord.x);
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outNormal = mix(n1, n2, gl_TessCoord.y);
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// Interpolate positions
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vec4 pos1 = mix(gl_in[0].gl_Position, gl_in[1].gl_Position, gl_TessCoord.x);
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vec4 pos2 = mix(gl_in[3].gl_Position, gl_in[2].gl_Position, gl_TessCoord.x);
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vec4 pos = mix(pos1, pos2, gl_TessCoord.y);
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// Displace
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pos.y -= textureLod(displacementMap, outUV, 0.0).r * ubo.displacementFactor;
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// Perspective projection
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gl_Position = ubo.projection * ubo.modelview * pos;
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// Calculate vectors for lighting based on tessellated position
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outViewVec = -pos.xyz;
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outLightVec = normalize(ubo.lightPos.xyz + outViewVec);
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outWorldPos = pos.xyz;
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outEyePos = vec3(ubo.modelview * pos);
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}
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