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Diffstat (limited to 'reference/shaders-msl/tese/water_tess.raw-tess-in.tese')
-rw-r--r--reference/shaders-msl/tese/water_tess.raw-tess-in.tese77
1 files changed, 77 insertions, 0 deletions
diff --git a/reference/shaders-msl/tese/water_tess.raw-tess-in.tese b/reference/shaders-msl/tese/water_tess.raw-tess-in.tese
new file mode 100644
index 00000000..bf934564
--- /dev/null
+++ b/reference/shaders-msl/tese/water_tess.raw-tess-in.tese
@@ -0,0 +1,77 @@
+#pragma clang diagnostic ignored "-Wmissing-prototypes"
+
+#include <metal_stdlib>
+#include <simd/simd.h>
+
+using namespace metal;
+
+struct UBO
+{
+ float4x4 uMVP;
+ float4 uScale;
+ float2 uInvScale;
+ float3 uCamPos;
+ float2 uPatchSize;
+ float2 uInvHeightmapSize;
+};
+
+struct main0_out
+{
+ float3 vWorld [[user(locn0)]];
+ float4 vGradNormalTex [[user(locn1)]];
+ float4 gl_Position [[position]];
+};
+
+struct main0_patchIn
+{
+ float2 vOutPatchPosBase;
+ float4 vPatchLods;
+};
+
+static inline __attribute__((always_inline))
+float2 lerp_vertex(thread const float2& tess_coord, const device float2& vOutPatchPosBase, constant UBO& v_31)
+{
+ return vOutPatchPosBase + (tess_coord * v_31.uPatchSize);
+}
+
+static inline __attribute__((always_inline))
+float2 lod_factor(thread const float2& tess_coord, const device float4& vPatchLods)
+{
+ float2 x = mix(vPatchLods.yx, vPatchLods.zw, float2(tess_coord.x));
+ float level0 = mix(x.x, x.y, tess_coord.y);
+ float floor_level = floor(level0);
+ float fract_level = level0 - floor_level;
+ return float2(floor_level, fract_level);
+}
+
+static inline __attribute__((always_inline))
+float3 sample_height_displacement(thread const float2& uv, thread const float2& off, thread const float2& lod, texture2d<float> uHeightmapDisplacement, sampler uHeightmapDisplacementSmplr)
+{
+ return mix(uHeightmapDisplacement.sample(uHeightmapDisplacementSmplr, (uv + (off * 0.5)), level(lod.x)).xyz, uHeightmapDisplacement.sample(uHeightmapDisplacementSmplr, (uv + (off * 1.0)), level(lod.x + 1.0)).xyz, float3(lod.y));
+}
+
+[[ patch(quad, 0) ]] vertex main0_out main0(constant UBO& v_31 [[buffer(0)]], texture2d<float> uHeightmapDisplacement [[texture(0)]], sampler uHeightmapDisplacementSmplr [[sampler(0)]], float2 gl_TessCoordIn [[position_in_patch]], uint gl_PrimitiveID [[patch_id]], const device main0_patchIn* spvPatchIn [[buffer(20)]])
+{
+ main0_out out = {};
+ const device main0_patchIn& patchIn = spvPatchIn[gl_PrimitiveID];
+ float3 gl_TessCoord = float3(gl_TessCoordIn.x, gl_TessCoordIn.y, 0.0);
+ float2 tess_coord = gl_TessCoord.xy;
+ float2 param = tess_coord;
+ float2 pos = lerp_vertex(param, patchIn.vOutPatchPosBase, v_31);
+ float2 param_1 = tess_coord;
+ float2 lod = lod_factor(param_1, patchIn.vPatchLods);
+ float2 tex = pos * v_31.uInvHeightmapSize;
+ pos *= v_31.uScale.xy;
+ float delta_mod = exp2(lod.x);
+ float2 off = v_31.uInvHeightmapSize * delta_mod;
+ out.vGradNormalTex = float4(tex + (v_31.uInvHeightmapSize * 0.5), tex * v_31.uScale.zw);
+ float2 param_2 = tex;
+ float2 param_3 = off;
+ float2 param_4 = lod;
+ float3 height_displacement = sample_height_displacement(param_2, param_3, param_4, uHeightmapDisplacement, uHeightmapDisplacementSmplr);
+ pos += height_displacement.yz;
+ out.vWorld = float3(pos.x, height_displacement.x, pos.y);
+ out.gl_Position = v_31.uMVP * float4(out.vWorld, 1.0);
+ return out;
+}
+