The chunked grass path draws each chunk as one mesh-shader dispatch when the setting asks and the card has VK_EXT_mesh_shader: work group y is a tile, x a batch of 16 of its blades, and a blade the placement, density, frustum, water or slope tests reject emits nothing - the instanced path still runs its eight vertices to a degenerate position. grass.mesh generates the same blades as grass.vert (grass_blade_mesh(4)'s rows, the same hashes, sway and lighting normal), capped at the instanced path's 65535 a tile. Vulkan: VK_EXT_mesh_shader with meshShader, and maintenance4 (glslang's mesh stages declare LocalSizeId); vkCmdDrawMeshTasksEXT looked up per device, as the Streamline interposer exports none; a *.mesh program's pipeline takes the mesh stage and no vertex input, its bindings the mesh stage bit. gpu_has_mesh, gpu_draw_mesh_tasks; r3d_mesh_grass and R3D_MESH_GRASS / R3D_NO_MESH. bin/ludic-dev rebuilt: the committed binary predated the shader tool's mesh support and compiled grass.mesh as a vertex stage. PC (RTX 3070 Ti): the camp matches the chunked path; validation only the no-window present-id message. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
167 lines
7.6 KiB
Text
167 lines
7.6 KiB
Text
// Procedural ground-cover blades as a MESH shader (Vulkan, VK_EXT_mesh_shader): the same blades
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// grass.vert draws - the same places, density, thinning, culling, size, sway and lighting normal -
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// but a blade the tests reject emits nothing, where the instanced path still runs all eight of its
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// vertices to a degenerate position.
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//
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// One dispatch covers a chunk of tiles (grass.ludic): work group y is the tile's place in u_tiles,
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// work group x a batch of BLADES blade indices within that tile. Everything past the tile's own
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// count is skipped.
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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const int BLADES = 16; // blades an invocation may emit
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const int ROWS = 4; // grass_blade_mesh(4): two vertices a row, three quads
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layout(triangles, max_vertices = 128, max_primitives = 96) out;
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uniform mat4 u_view;
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uniform mat4 u_proj;
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uniform mat4 u_vp;
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uniform vec3 u_cam_pos;
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uniform float u_time;
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uniform sampler2D u_ts_height;
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uniform vec2 u_ts_origin;
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uniform float u_ts_half;
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uniform sampler2D u_ortho;
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uniform float u_ortho_on;
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uniform float u_lake_level;
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uniform float u_sea_level;
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uniform vec4 u_lake;
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uniform float u_snow_line;
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uniform float u_wind;
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uniform int u_tile_cells; // 16 m cells per tile side
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uniform vec4 u_tiles[256]; // per tile of the dispatch: corner x, corner z, indices per cell
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uniform float u_s0;
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uniform float u_d0;
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uniform float u_radius;
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uniform int u_dbg;
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out vec3 v_wpos[];
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out vec3 v_nrm[];
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out vec2 v_uv[];
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out float v_seed[];
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out vec2 v_rot[];
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out float v_hull[];
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const float CELL = 16.0;
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float hash1(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123); }
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uint pcg(uint v) { uint s = v * 747796405u + 2891336453u; uint w = ((s >> ((s >> 28u) + 4u)) ^ s) * 277803737u; return (w >> 22u) ^ w; }
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float bladeHash(ivec2 cell, int j, int k) {
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uint h = pcg(uint(cell.x + 32768) * 73856093u ^ uint(cell.y + 32768) * 19349663u ^ uint(j) * 83492791u ^ uint(k) * 2654435761u);
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return float(h) * (1.0 / 4294967295.0);
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}
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// no implicit level of detail outside a fragment shader: every lookup names level 0
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float heightSmooth(sampler2D tex, vec2 uv) {
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vec2 res = vec2(textureSize(tex, 0));
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vec2 t = uv * res - 0.5;
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vec2 f = fract(t);
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vec2 i = floor(t);
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vec2 w0 = (1.0 - f) * (1.0 - f) * (1.0 - f) / 6.0;
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vec2 w1 = (4.0 - 6.0 * f * f + 3.0 * f * f * f) / 6.0;
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vec2 w3 = f * f * f / 6.0;
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vec2 w2 = 1.0 - w0 - w1 - w3;
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vec2 s0 = w0 + w1, s1 = w2 + w3;
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vec2 o0 = (i - 1.0 + w1 / s0 + 0.5) / res;
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vec2 o1 = (i + 1.0 + w3 / s1 + 0.5) / res;
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return (textureLod(tex, vec2(o0.x, o0.y), 0.0).r * s0.x + textureLod(tex, vec2(o1.x, o0.y), 0.0).r * s1.x) * s0.y
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+ (textureLod(tex, vec2(o0.x, o1.y), 0.0).r * s0.x + textureLod(tex, vec2(o1.x, o1.y), 0.0).r * s1.x) * s1.y;
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}
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void main() {
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int ti = int(gl_WorkGroupID.y);
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vec2 tile = u_tiles[ti].xy;
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int per_cell = int(u_tiles[ti].z + 0.5);
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int total = min(per_cell * u_tile_cells * u_tile_cells, 65535); // the instanced path's cap on a tile
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int first = int(gl_WorkGroupID.x) * BLADES;
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int nv = 0;
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int np = 0;
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for (int b = 0; b < BLADES; b++) {
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int i = first + b;
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if (per_cell <= 0 || i >= total) break;
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int c = i / per_cell;
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int j = i - c * per_cell;
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vec2 cell = tile + vec2(float(c % u_tile_cells), float(c / u_tile_cells)) * CELL;
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vec2 cid = floor(cell / CELL + 0.5);
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ivec2 ci = ivec2(cid);
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float fj = float(j);
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vec2 hv = vec2(bladeHash(ci, j, 0), bladeHash(ci, j, 1));
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vec2 xz = cell + hv * CELL;
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float dist = length(xz - u_cam_pos.xz);
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if (dist >= u_radius) continue;
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float spacing = u_s0 * (1.0 + dist / u_d0);
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float count = CELL * CELL / (spacing * spacing) * (1.0 - smoothstep(u_radius * 0.7, u_radius, dist));
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if (fj >= count) continue;
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float life = 1.0 - smoothstep(0.8, 1.0, fj / max(count, 1.0));
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vec2 huv = (xz - u_ts_origin) / (2.0 * u_ts_half) + 0.5;
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if (huv.x < 0.0 || huv.x > 1.0 || huv.y < 0.0 || huv.y > 1.0) continue;
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vec4 ht = textureLod(u_ts_height, huv, 0.0);
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vec4 croot = u_vp * vec4(xz.x, ht.r, xz.y, 1.0);
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if (croot.w < -1.0 || abs(croot.x) > croot.w * 1.25 + 1.5 || abs(croot.y) > croot.w * 1.4 + 1.5) continue;
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vec3 gn = normalize(ht.gba);
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float h3 = bladeHash(ci, j, 2), h4 = bladeHash(ci, j, 3);
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float wl = u_sea_level;
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if (u_lake.z > 0.0) { vec2 q = (xz - u_lake.xy) / u_lake.zw; if (dot(q, q) < 1.0) wl = max(wl, u_lake_level); }
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float ok = (1.0 - smoothstep(0.30, 0.55, 1.0 - gn.y)) * smoothstep(0.0, 0.6, ht.r - wl - 0.15) * smoothstep(u_snow_line - 80.0, u_snow_line - 200.0, ht.r);
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if (u_ortho_on > 0.5) {
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vec3 oc = textureLod(u_ortho, huv, 1.5).rgb;
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ok *= 0.25 + 0.75 * smoothstep(0.0, 0.02, oc.g - max(oc.r, oc.b));
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}
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if (h4 > ok) continue;
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bool far = dist > 300.0;
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float h = far ? ht.r : heightSmooth(u_ts_height, huv);
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if (far) h += 0.03;
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if ((u_dbg & 1) != 0) h += 0.3;
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float seed = hv.x * 0.7 + hv.y * 0.3;
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float ang = hv.y * 6.2831853;
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float s = sin(ang), c_ = cos(ang);
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float grow = spacing / u_s0;
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float tall = mix(0.18, 0.42, h3) * mix(0.8, 1.2, hash1(cid * 0.1)) * (1.0 + 0.35 * smoothstep(1.0, 12.0, grow)) * life;
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float bw = 0.028 * mix(1.0, 0.45 * grow, smoothstep(1.0, 4.0, grow));
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if (far) { bw = max(bw, spacing * 0.35); tall = min(tall, spacing * 0.3); }
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float gust = sin(xz.x * 0.09 + u_time * 1.1) * 0.5 + sin(xz.y * 0.13 - u_time * 0.8 + xz.x * 0.05) * 0.5;
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float ph = u_time * 1.7 + seed * 6.2831 + xz.x * 0.05 + xz.y * 0.07;
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float sway = (sin(ph) * 0.6 + sin(ph * 2.3 + 1.0) * 0.4 + gust) * u_wind;
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// the ground's frame, shared by the blade's vertices
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vec3 up = vec3(0.0, 1.0, 0.0);
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vec3 k = cross(up, gn);
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float sk = length(k), ck = gn.y;
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bool tilt = sk > 1e-4;
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if (tilt) k /= sk;
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vec3 n = vec3(0.0, 0.3, 1.0);
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n = normalize(vec3(c_ * n.x + s * n.z, n.y, -s * n.x + c_ * n.z));
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if (tilt) n = normalize(n * ck + cross(k, n) * sk + k * dot(k, n) * (1.0 - ck));
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n = normalize(mix(n, gn, smoothstep(2.0, 12.0, dist)));
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float hull = (dist > 2.0 || far || (u_dbg & 2) != 0) ? -1.0 : 1.0;
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// the blade: grass_blade_mesh(4)'s vertices, placed as grass.vert places them
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for (int r = 0; r < ROWS; r++) {
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float t = float(r) / float(ROWS - 1);
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float taper = max(1.0 - t * t * sqrt(t), 0.12);
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float bend = t * t * 0.28;
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for (int sd = 0; sd < 2; sd++) {
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vec3 a_pos = vec3((float(sd) - 0.5) * taper, t, bend);
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vec2 a_uv = vec2(float(sd), t);
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vec3 p = vec3(a_pos.x * bw, a_pos.y * tall, a_pos.z * tall * (0.6 + 0.8 * h4));
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float hgt = max(p.y, 0.0);
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p.x += sway * hgt * hgt * 0.35;
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p.z += sway * hgt * hgt * 0.15 * cos(ph * 0.7);
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p = vec3(c_ * p.x + s * p.z, p.y, -s * p.x + c_ * p.z);
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if (tilt) p = p * ck + cross(k, p) * sk + k * dot(k, p) * (1.0 - ck);
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vec3 w = vec3(xz.x, h - 0.02, xz.y) + p;
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vec4 clip = u_proj * u_view * vec4(w, 1.0);
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clip.z = (clip.z + clip.w) * 0.5; // OpenGL's depth range to Vulkan's, as the vertex wrapper does
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int o = nv + r * 2 + sd;
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gl_MeshVerticesEXT[o].gl_Position = clip;
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v_wpos[o] = w;
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v_nrm[o] = n;
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v_uv[o] = far ? vec2(a_uv.x, 0.45 + 0.2 * a_uv.y) : a_uv;
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v_seed[o] = seed;
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v_rot[o] = vec2(s, c_);
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v_hull[o] = hull;
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}
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}
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for (int q = 0; q < ROWS - 1; q++) {
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uint bb = uint(nv + q * 2);
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gl_PrimitiveTriangleIndicesEXT[np] = uvec3(bb, bb + 1u, bb + 2u);
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gl_PrimitiveTriangleIndicesEXT[np + 1] = uvec3(bb + 1u, bb + 3u, bb + 2u);
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np += 2;
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}
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nv += ROWS * 2;
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}
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SetMeshOutputsEXT(uint(nv), uint(np));
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}
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