#pragma clang diagnostic ignored "-Wmissing-prototypes" #include #include 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& _31) { return vOutPatchPosBase + (tess_coord * _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 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& _31 [[buffer(0)]], texture2d 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, _31); float2 param_1 = tess_coord; float2 lod = lod_factor(param_1, patchIn.vPatchLods); float2 tex = pos * _31.uInvHeightmapSize; pos *= _31.uScale.xy; float delta_mod = exp2(lod.x); float2 off = _31.uInvHeightmapSize * delta_mod; out.vGradNormalTex = float4(tex + (_31.uInvHeightmapSize * 0.5), tex * _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 = _31.uMVP * float4(out.vWorld, 1.0); return out; }