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/* To be compiled with common_subdiv_lib.glsl */
#ifdef CUSTOM_NORMALS
struct CustomNormal {
float x;
float y;
float z;
};
layout(std430, binding = 0) readonly buffer inputNormals
{
CustomNormal custom_normals[];
};
#else
layout(std430, binding = 0) readonly buffer inputNormals
{
vec3 vertex_normals[];
};
layout(std430, binding = 1) readonly buffer inputSubdivVertLoopMap
{
uint vert_loop_map[];
};
#endif
layout(std430, binding = 2) buffer outputPosNor
{
PosNorLoop pos_nor[];
};
void main()
{
/* We execute for each quad. */
uint quad_index = get_global_invocation_index();
if (quad_index >= total_dispatch_size) {
return;
}
uint start_loop_index = quad_index * 4;
#ifdef CUSTOM_NORMALS
for (int i = 0; i < 4; i++) {
CustomNormal custom_normal = custom_normals[start_loop_index + i];
vec3 nor = vec3(custom_normal.x, custom_normal.y, custom_normal.z);
set_vertex_nor(pos_nor[start_loop_index + i], normalize(nor));
}
#else
for (int i = 0; i < 4; i++) {
uint subdiv_vert_index = vert_loop_map[start_loop_index + i];
vec3 nor = vertex_normals[subdiv_vert_index];
set_vertex_nor(pos_nor[start_loop_index + i], nor);
}
#endif
}
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