82 lines
2.7 KiB
GLSL
82 lines
2.7 KiB
GLSL
/*
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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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uint stride;
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float spacing;
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uint padding[14];
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} ubo;
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struct VertexType
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{
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float height;
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float padding[3];
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vec4 color;
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};
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layout (binding = 1) buffer VERTEX
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{
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VertexType pos[];
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} vertex;
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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 = 256, max_primitives = 128) 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(256, 128);
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uint linearID = gl_LocalInvocationID.x;
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uint quadX = linearID % ubo.stride;
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uint quadZ = linearID / ubo.stride;
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VertexType vertex1 = vertex.pos[quadZ * ubo.stride + quadX];
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VertexType vertex2 = vertex.pos[quadZ * ubo.stride + quadX + 1];
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VertexType vertex3 = vertex.pos[(quadZ+1) * ubo.stride + quadX];
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VertexType vertex4 = vertex.pos[(quadZ+1) * ubo.stride + quadX + 1];
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uint vertexID = gl_LocalInvocationID.x*4;
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gl_MeshVerticesEXT[vertexID].gl_Position = ubo.modelProjectionView * vec4(ubo.spacing*quadX, 0, ubo.spacing*quadZ, 1); // Top-left
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gl_MeshVerticesEXT[vertexID + 1].gl_Position = ubo.modelProjectionView * vec4(ubo.spacing*quadX+ubo.spacing, 0, ubo.spacing*quadZ, 1); // Top-right
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gl_MeshVerticesEXT[vertexID + 2].gl_Position = ubo.modelProjectionView * vec4(ubo.spacing*quadX, 0, ubo.spacing*quadZ+ubo.spacing, 1); // Bottom-left
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gl_MeshVerticesEXT[vertexID + 3].gl_Position = ubo.modelProjectionView * vec4(ubo.spacing*quadX+ubo.spacing, 0, ubo.spacing*quadZ+ubo.spacing, 1); // Bottom-right
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outVert[vertexID].color = vertex1.color;
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outVert[vertexID + 1].color = vertex2.color;
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outVert[vertexID+ 2].color = vertex3.color;
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outVert[vertexID + 3].color = vertex4.color;
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uint triangleID = gl_LocalInvocationID.x*2;
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gl_PrimitiveTriangleIndicesEXT[triangleID] = uvec3(vertexID+2, vertexID+1, vertexID);
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gl_PrimitiveTriangleIndicesEXT[triangleID + 1] = uvec3(vertexID+3, vertexID+1, vertexID+2);
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}
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