#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout(set = 0, binding = 0) uniform UBO { mat4 projection; mat4 modelview; vec4 lightPos; vec4 frustumPlanes[6]; float displacementFactor; float tessellationFactor; vec2 viewportDim; float tessellatedEdgeSize; } ubo; layout(set = 0, binding = 1) uniform sampler2D samplerHeight; layout (vertices = 4) out; layout (location = 0) in vec3 inNormal[]; layout (location = 1) in vec2 inUV[]; layout (location = 0) out vec3 outNormal[4]; layout (location = 1) out vec2 outUV[4]; // Calculate the tessellation factor based on screen space // dimensions of the edge float screenSpaceTessFactor(vec4 p0, vec4 p1) { // Calculate edge mid point vec4 midPoint = 0.5 * (p0 + p1); // Sphere radius as distance between the control points float radius = distance(p0, p1) / 2.0; // View space vec4 v0 = ubo.modelview * midPoint; // Project into clip space vec4 clip0 = (ubo.projection * (v0 - vec4(radius, vec3(0.0)))); vec4 clip1 = (ubo.projection * (v0 + vec4(radius, vec3(0.0)))); // Get normalized device coordinates clip0 /= clip0.w; clip1 /= clip1.w; // Convert to viewport coordinates clip0.xy *= ubo.viewportDim; clip1.xy *= ubo.viewportDim; // Return the tessellation factor based on the screen size // given by the distance of the two edge control points in screen space // and a reference (min.) tessellation size for the edge set by the application return clamp(distance(clip0, clip1) / ubo.tessellatedEdgeSize * ubo.tessellationFactor, 1.0, 64.0); } // Checks the current's patch visibility against the frustum using a sphere check // Sphere radius is given by the patch size bool frustumCheck() { // Fixed radius (increase if patch size is increased in example) const float radius = 8.0f; vec4 pos = gl_in[gl_InvocationID].gl_Position; pos.y -= textureLod(samplerHeight, inUV[0], 0.0).r * ubo.displacementFactor; // Check sphere against frustum planes for (int i = 0; i < 6; i++) { if (dot(pos, ubo.frustumPlanes[i]) + radius < 0.0) { return false; } } return true; } void main() { if (gl_InvocationID == 0) { if (!frustumCheck()) { gl_TessLevelInner[0] = 0.0; gl_TessLevelInner[1] = 0.0; gl_TessLevelOuter[0] = 0.0; gl_TessLevelOuter[1] = 0.0; gl_TessLevelOuter[2] = 0.0; gl_TessLevelOuter[3] = 0.0; } else { if (ubo.tessellationFactor > 0.0) { gl_TessLevelOuter[0] = screenSpaceTessFactor(gl_in[3].gl_Position, gl_in[0].gl_Position); gl_TessLevelOuter[1] = screenSpaceTessFactor(gl_in[0].gl_Position, gl_in[1].gl_Position); gl_TessLevelOuter[2] = screenSpaceTessFactor(gl_in[1].gl_Position, gl_in[2].gl_Position); gl_TessLevelOuter[3] = screenSpaceTessFactor(gl_in[2].gl_Position, gl_in[3].gl_Position); gl_TessLevelInner[0] = mix(gl_TessLevelOuter[0], gl_TessLevelOuter[3], 0.5); gl_TessLevelInner[1] = mix(gl_TessLevelOuter[2], gl_TessLevelOuter[1], 0.5); } else { // Tessellation factor can be set to zero by example // to demonstrate a simple passthrough gl_TessLevelInner[0] = 1.0; gl_TessLevelInner[1] = 1.0; gl_TessLevelOuter[0] = 1.0; gl_TessLevelOuter[1] = 1.0; gl_TessLevelOuter[2] = 1.0; gl_TessLevelOuter[3] = 1.0; } } } gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position; outNormal[gl_InvocationID] = inNormal[gl_InvocationID]; outUV[gl_InvocationID] = inUV[gl_InvocationID]; }