working heightmap shader?
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15 changed files with 331 additions and 76 deletions
65
MeshShaderXYZRGBA.glsl
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65
MeshShaderXYZRGBA.glsl
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/*
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Crafter®.Graphics
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Copyright (C) 2025 Catcrafts®
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Catcrafts.net
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 3.0 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#version 450
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#extension GL_EXT_mesh_shader : require
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layout (binding = 0) uniform UBO
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{
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mat4 modelProjectionView;
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} ubo;
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struct VertexType
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{
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vec4 position;
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vec4 color;
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};
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layout (std140, binding = 1) buffer VERTEX
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{
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VertexType pos[];
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} vertex;
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layout (binding = 2) buffer INDEX {
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uint index[];
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} index;
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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layout(triangles, max_vertices = 192, max_primitives = 64) out;
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layout (location = 0) out PerVertexData
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{
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vec4 color;
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} outVert[];
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void main()
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{
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SetMeshOutputsEXT(192, 64);
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uint triangleID = ((gl_WorkGroupID.x * gl_WorkGroupSize.x) + gl_LocalInvocationIndex.x)*3;
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uint localID = gl_LocalInvocationIndex.x*3;
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gl_MeshVerticesEXT[localID].gl_Position = ubo.modelProjectionView * vertex.pos[index.index[triangleID]].position;
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gl_MeshVerticesEXT[localID+1].gl_Position = ubo.modelProjectionView * vertex.pos[index.index[triangleID+1]].position;
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gl_MeshVerticesEXT[localID+2].gl_Position = ubo.modelProjectionView * vertex.pos[index.index[triangleID+2]].position;
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outVert[localID].color = vertex.pos[index.index[triangleID]].color;
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outVert[localID + 1].color = vertex.pos[index.index[triangleID+1]].color;
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outVert[localID + 2].color = vertex.pos[index.index[triangleID+2]].color;
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gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex.x] = uvec3(localID, localID+1, localID+2);
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}
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