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- #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];
- }
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