| #version 310 es |
| #extension GL_EXT_tessellation_shader : require |
| layout(vertices = 1) out; |
| |
| layout(binding = 0, std140) uniform UBO |
| { |
| vec4 uScale; |
| vec3 uCamPos; |
| vec2 uPatchSize; |
| vec2 uMaxTessLevel; |
| float uDistanceMod; |
| vec4 uFrustum[6]; |
| } _41; |
| |
| layout(location = 1) patch out vec2 vOutPatchPosBase; |
| layout(location = 2) patch out vec4 vPatchLods; |
| layout(location = 0) in vec2 vPatchPosBase[]; |
| |
| bool frustum_cull(vec2 p0) |
| { |
| vec2 min_xz = (p0 - vec2(10.0)) * _41.uScale.xy; |
| vec2 max_xz = ((p0 + _41.uPatchSize) + vec2(10.0)) * _41.uScale.xy; |
| vec3 bb_min = vec3(min_xz.x, -10.0, min_xz.y); |
| vec3 bb_max = vec3(max_xz.x, 10.0, max_xz.y); |
| vec3 center = (bb_min + bb_max) * 0.5; |
| float radius = 0.5 * length(bb_max - bb_min); |
| vec3 f0 = vec3(dot(_41.uFrustum[0], vec4(center, 1.0)), dot(_41.uFrustum[1], vec4(center, 1.0)), dot(_41.uFrustum[2], vec4(center, 1.0))); |
| vec3 f1 = vec3(dot(_41.uFrustum[3], vec4(center, 1.0)), dot(_41.uFrustum[4], vec4(center, 1.0)), dot(_41.uFrustum[5], vec4(center, 1.0))); |
| vec3 _199 = f0; |
| float _200 = radius; |
| bool _205 = any(lessThanEqual(_199, vec3(-_200))); |
| bool _215; |
| if (!_205) |
| { |
| _215 = any(lessThanEqual(f1, vec3(-radius))); |
| } |
| else |
| { |
| _215 = _205; |
| } |
| return !_215; |
| } |
| |
| float lod_factor(vec2 pos_) |
| { |
| vec2 pos = pos_ * _41.uScale.xy; |
| vec3 dist_to_cam = _41.uCamPos - vec3(pos.x, 0.0, pos.y); |
| float level = log2((length(dist_to_cam) + 9.9999997473787516355514526367188e-05) * _41.uDistanceMod); |
| return clamp(level, 0.0, _41.uMaxTessLevel.x); |
| } |
| |
| vec4 tess_level(vec4 lod) |
| { |
| return exp2(-lod) * _41.uMaxTessLevel.y; |
| } |
| |
| float tess_level(float lod) |
| { |
| return _41.uMaxTessLevel.y * exp2(-lod); |
| } |
| |
| void compute_tess_levels(vec2 p0) |
| { |
| vOutPatchPosBase = p0; |
| vec2 param = p0 + (vec2(-0.5) * _41.uPatchSize); |
| float l00 = lod_factor(param); |
| vec2 param_1 = p0 + (vec2(0.5, -0.5) * _41.uPatchSize); |
| float l10 = lod_factor(param_1); |
| vec2 param_2 = p0 + (vec2(1.5, -0.5) * _41.uPatchSize); |
| float l20 = lod_factor(param_2); |
| vec2 param_3 = p0 + (vec2(-0.5, 0.5) * _41.uPatchSize); |
| float l01 = lod_factor(param_3); |
| vec2 param_4 = p0 + (vec2(0.5) * _41.uPatchSize); |
| float l11 = lod_factor(param_4); |
| vec2 param_5 = p0 + (vec2(1.5, 0.5) * _41.uPatchSize); |
| float l21 = lod_factor(param_5); |
| vec2 param_6 = p0 + (vec2(-0.5, 1.5) * _41.uPatchSize); |
| float l02 = lod_factor(param_6); |
| vec2 param_7 = p0 + (vec2(0.5, 1.5) * _41.uPatchSize); |
| float l12 = lod_factor(param_7); |
| vec2 param_8 = p0 + (vec2(1.5) * _41.uPatchSize); |
| float l22 = lod_factor(param_8); |
| vec4 lods = vec4(dot(vec4(l01, l11, l02, l12), vec4(0.25)), dot(vec4(l00, l10, l01, l11), vec4(0.25)), dot(vec4(l10, l20, l11, l21), vec4(0.25)), dot(vec4(l11, l21, l12, l22), vec4(0.25))); |
| vPatchLods = lods; |
| vec4 outer_lods = min(lods, lods.yzwx); |
| vec4 param_9 = outer_lods; |
| vec4 levels = tess_level(param_9); |
| gl_TessLevelOuter[0] = levels.x; |
| gl_TessLevelOuter[1] = levels.y; |
| gl_TessLevelOuter[2] = levels.z; |
| gl_TessLevelOuter[3] = levels.w; |
| float min_lod = min(min(lods.x, lods.y), min(lods.z, lods.w)); |
| float param_10 = min(min_lod, l11); |
| float inner = tess_level(param_10); |
| gl_TessLevelInner[0] = inner; |
| gl_TessLevelInner[1] = inner; |
| } |
| |
| void main() |
| { |
| vec2 p0 = vPatchPosBase[0]; |
| vec2 param = p0; |
| if (!frustum_cull(param)) |
| { |
| gl_TessLevelOuter[0] = -1.0; |
| gl_TessLevelOuter[1] = -1.0; |
| gl_TessLevelOuter[2] = -1.0; |
| gl_TessLevelOuter[3] = -1.0; |
| gl_TessLevelInner[0] = -1.0; |
| gl_TessLevelInner[1] = -1.0; |
| } |
| else |
| { |
| vec2 param_1 = p0; |
| compute_tess_levels(param_1); |
| } |
| } |
| |