#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; }