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$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);
}
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