added heightmap stride

This commit is contained in:
Jorijn van der Graaf 2025-05-26 00:35:51 +02:00
commit b1b4b4a44a
3 changed files with 13 additions and 16 deletions

View file

@ -24,10 +24,9 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
layout (binding = 0) uniform UBO
{
mat4 modelProjectionView;
uint sizeX;
uint sizeZ;
uint stride;
float spacing;
uint padding[13];
uint padding[14];
} ubo;
struct VertexType
@ -56,13 +55,13 @@ void main()
SetMeshOutputsEXT(256, 128);
uint linearID = gl_LocalInvocationID.x;
uint quadX = linearID % ubo.sizeX;
uint quadZ = linearID / ubo.sizeX;
uint quadX = linearID % ubo.stride;
uint quadZ = linearID / ubo.stride;
VertexType vertex1 = vertex.pos[quadZ * ubo.sizeX + quadX];
VertexType vertex2 = vertex.pos[quadZ * ubo.sizeX + quadX + 1];
VertexType vertex3 = vertex.pos[(quadZ+1) * ubo.sizeX + quadX];
VertexType vertex4 = vertex.pos[(quadZ+1) * ubo.sizeX + quadX + 1];
VertexType vertex1 = vertex.pos[quadZ * ubo.stride + quadX];
VertexType vertex2 = vertex.pos[quadZ * ubo.stride + quadX + 1];
VertexType vertex3 = vertex.pos[(quadZ+1) * ubo.stride + quadX];
VertexType vertex4 = vertex.pos[(quadZ+1) * ubo.stride + quadX + 1];
uint vertexID = gl_LocalInvocationID.x*4;