#version 460 /* * Copyright 2023 Nintendo * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ layout (binding = 2) uniform sampler2D samplerHeight; layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inNormal; layout (location = 2) in vec2 inUV; layout (binding = 0) uniform UBO { mat4 projection; mat4 view; mat4 proj_view; } ubo; layout(push_constant) uniform pushConstants { mat4 model; } push; layout (location = 0) out TerrainVertexData { vec2 uv; vec3 pos; vec3 normal; } vertex_out; void main(void) { vertex_out.uv = inUV; vertex_out.normal = inNormal; vertex_out.pos = vec3(inPos.x, textureLod(samplerHeight, inUV, 0.0).r * 256.0f, inPos.z); gl_Position = ubo.proj_view * push.model * vec4(vertex_out.pos, 1.0); }