#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform UBO { mat4 projection; mat4 model; vec4 lightPos; float tessAlpha; float tessStrength; } ubo; layout (binding = 2) uniform sampler2D displacementMap; layout(triangles, equal_spacing, ccw) in; layout (location = 0) in vec3 inNormal[]; layout (location = 1) in vec2 inUV[]; layout (location = 0) out vec3 outNormal; layout (location = 1) out vec2 outUV; layout (location = 2) out vec3 outEyesPos; layout (location = 3) out vec3 outLightVec; void main() { gl_Position = (gl_TessCoord.x * gl_in[0].gl_Position) + (gl_TessCoord.y * gl_in[1].gl_Position) + (gl_TessCoord.z * gl_in[2].gl_Position); outUV = gl_TessCoord.x * inUV[0] + gl_TessCoord.y * inUV[1] + gl_TessCoord.z * inUV[2]; outNormal = gl_TessCoord.x * inNormal[0] + gl_TessCoord.y * inNormal[1] + gl_TessCoord.z * inNormal[2]; gl_Position.xyz += normalize(outNormal) * (max(textureLod(displacementMap, outUV.st, 0.0).a, 0.0) * ubo.tessStrength); outEyesPos = (gl_Position).xyz; outLightVec = normalize(ubo.lightPos.xyz - outEyesPos); gl_Position = ubo.projection * ubo.model * gl_Position; }