/* Crafter®.Graphics Copyright (C) 2025 Catcrafts® Catcrafts.net This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 3.0 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA */ #version 450 #extension GL_EXT_mesh_shader : require layout (binding = 0) uniform UBO { mat4 modelProjectionView; uint stride; float spacing; uint padding[14]; } ubo; struct VertexType { float height; float padding[3]; vec4 color; }; layout (binding = 1) buffer VERTEX { VertexType pos[]; } vertex; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; layout(triangles, max_vertices = 256, max_primitives = 128) out; layout (location = 0) out PerVertexData { vec4 color; } outVert[]; void main() { SetMeshOutputsEXT(256, 128); uint linearID = gl_GlobalInvocationID.x; uint quadX = linearID % ubo.stride; uint quadZ = linearID / ubo.stride; 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; gl_MeshVerticesEXT[vertexID].gl_Position = ubo.modelProjectionView * vec4(ubo.spacing*quadX, 0, ubo.spacing*quadZ, 1); // Top-left gl_MeshVerticesEXT[vertexID + 1].gl_Position = ubo.modelProjectionView * vec4(ubo.spacing*quadX+ubo.spacing, 0, ubo.spacing*quadZ, 1); // Top-right gl_MeshVerticesEXT[vertexID + 2].gl_Position = ubo.modelProjectionView * vec4(ubo.spacing*quadX, 0, ubo.spacing*quadZ+ubo.spacing, 1); // Bottom-left gl_MeshVerticesEXT[vertexID + 3].gl_Position = ubo.modelProjectionView * vec4(ubo.spacing*quadX+ubo.spacing, 0, ubo.spacing*quadZ+ubo.spacing, 1); // Bottom-right outVert[vertexID].color = vertex1.color; outVert[vertexID + 1].color = vertex2.color; outVert[vertexID+ 2].color = vertex3.color; outVert[vertexID + 3].color = vertex4.color; uint triangleID = gl_LocalInvocationID.x*2; gl_PrimitiveTriangleIndicesEXT[triangleID] = uvec3(vertexID+2, vertexID+1, vertexID); gl_PrimitiveTriangleIndicesEXT[triangleID + 1] = uvec3(vertexID+3, vertexID+1, vertexID+2); }