/* To be compile with common_subdiv_lib.glsl */ layout(std430, binding = 0) readonly buffer inputVertexData { PosNorLoop pos_nor[]; }; layout(std430, binding = 1) readonly buffer faceAdjacencyOffsets { uint face_adjacency_offsets[]; }; layout(std430, binding = 2) readonly buffer faceAdjacencyLists { uint face_adjacency_lists[]; }; layout(std430, binding = 3) writeonly buffer vertexNormals { vec3 normals[]; }; void main() { uint vertex_index = get_global_invocation_index(); if (vertex_index >= total_dispatch_size) { return; } uint first_adjacent_face_offset = face_adjacency_offsets[vertex_index]; uint number_of_adjacent_faces = face_adjacency_offsets[vertex_index + 1] - first_adjacent_face_offset; vec3 accumulated_normal = vec3(0.0); /* For each adjacent face. */ for (uint i = 0; i < number_of_adjacent_faces; i++) { uint adjacent_face = face_adjacency_lists[first_adjacent_face_offset + i]; uint start_loop_index = adjacent_face * 4; /* Compute face normal. */ vec3 adjacent_verts[3]; for (uint j = 0; j < 3; j++) { adjacent_verts[j] = get_vertex_pos(pos_nor[start_loop_index + j]); } vec3 face_normal = normalize( cross(adjacent_verts[1] - adjacent_verts[0], adjacent_verts[2] - adjacent_verts[0])); accumulated_normal += face_normal; } float weight = 1.0 / float(number_of_adjacent_faces); vec3 normal = normalize(accumulated_normal); normals[vertex_index] = normal; }