#ifndef COMMON_INCLUDED #define COMMON_INCLUDED layout(binding=1) uniform highp sampler2D u_height_sampler; layout(binding=2) uniform highp sampler2D u_normal_sampler; const vec3 c_normal_scale = vec3(2.0, 2.0, 1.0); const vec3 c_normal_shift = vec3(-1.0, -1.0, 0.0); const vec2 c_st_scale = vec2(1.0 / 1023.0, 1.0 / 1023.0); const vec2 c_terrain_scale = vec2(1.0 / 2048.0, -1.0 / 2048.0); const vec2 c_terrain_shift = vec2(0.5, 0.5); const float c_weight_scale = 1.0 / 64.f; const vec3 c_world_forward = vec3(0.0, 1.0, 0.0); out vec4 v_position; // view space out vec4 v_normal; // view space out vec4 v_terrain_normal; // view space (x, y, z, weigth) out vec4 v_texcoord; // texture space (s, t, pixel_level, material_level) #endif // COMMON_INCLUDED