mame/3rdparty/bgfx/examples/41-tess/vs_terrain_render.sc
Julian Sikorski 0837e7451a WIP: sync bgfx, bx and bimg with latest upstream (#5723)
* Sync with bgfx upstream revision b91d0b6

* Sync with bx upstream revision d60912b

* Sync with bimg upstream revision bd81f60

* Add astc-codec decoder

* Rename VertexDecl to VertexLayout

* Rename UniformType enum Int1 to Sampler.

* Add NVN stub

* Fix unused-const-variable error on macOS

* Drop redundant explicit language parameters
buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only
applied to objective c++ files. As such, hardcoding -x offers no benefit while
preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on
macOS) from working.

* Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning

* Build bgfx as Objective-C++ on macOS
It is needed due to included headers

* Enable Direct3D12 and Vulkan bgfx rendering backends

* Enable building of spirv shaders

* Properly escape /c in cmd call

* Comment out dx12 bgfx renderer

* Honor VERBOSE setting during shaders build

* Only invert hlsl shader XYZ_TO_sRGB matrix for opengl

* Add spirv shaders

* OpenGL ES needs transposed matrix too

* Metal needs transposed matrix as well
2019-10-13 07:50:38 -04:00

40 lines
903 B
Python

$input a_texcoord0
$output v_texcoord0
#include "terrain_common.sh"
BUFFER_RO(u_CulledSubdBuffer, uint, 2);
BUFFER_RO(u_VertexBuffer, vec4, 3);
BUFFER_RO(u_IndexBuffer, uint, 4);
void main()
{
// get threadID (each key is associated to a thread)
int threadID = gl_InstanceID;
// get coarse triangle associated to the key
uint primID = u_CulledSubdBuffer[threadID*2];
vec4 v_in[3];
v_in[0] = u_VertexBuffer[u_IndexBuffer[primID * 3 ]];
v_in[1] = u_VertexBuffer[u_IndexBuffer[primID * 3 + 1]];
v_in[2] = u_VertexBuffer[u_IndexBuffer[primID * 3 + 2]];
// compute sub-triangle associated to the key
uint key = u_CulledSubdBuffer[threadID*2+1];
vec4 v[3];
subd(key, v_in, v);
// compute vertex location
vec4 finalVertex = berp(v, a_texcoord0);
finalVertex.z+= dmap(finalVertex.xy);
v_texcoord0 = finalVertex.xy * 0.5 + 0.5;
gl_Position = mul(u_modelViewProj, finalVertex);
}