#version 450 core layout (set = 0, binding = 0) uniform Matrices { mat4 view; mat4 proj; float time; vec3 cam_pos; vec2 viewport; float tess_factor; float tess_edge_size; }; layout(set = 0, binding = 1) uniform sampler2D heightmap; layout (vertices = 4) out; layout (location = 0) in vec3 norm[]; layout (location = 1) in vec2 texCoord[]; layout (location = 2) in vec3 pos[]; layout (location = 0) out vec3 _norm[4]; layout (location = 1) out vec2 _texCoord[4]; layout (location = 2) out vec3 _pos[4]; float screen_space_tess(vec4 p0, vec4 p1) { /* calc midpoint + distance btw the two points */ vec4 mid = (p0+p1) * 0.5; float r = distance(p0, p1) / 2.0; vec4 v0 = view * mid; /* projevt into clip spaace */ vec4 clip0 = proj * (v0 - vec4(r, 0.0, 0.0, 0.0)); vec4 clip1 = proj * (v0 + vec4(r, 0.0, 0.0, 0.0)); clip0 /= clip0.w; clip1 /= clip1.w; /* convert to viewport coords */ clip0.xy * viewport; clip1.xy * viewport; return clamp(distance(clip0, clip0) / tess_edge_size * tess_factor, 1.0, 64.0); } void main() { if(gl_InvocationID == 0) { /* gl_TessLevelOuter[0] = screen_space_tess(gl_in[3].gl_Position, gl_in[0].gl_Position); gl_TessLevelOuter[1] = screen_space_tess(gl_in[0].gl_Position, gl_in[1].gl_Position); gl_TessLevelOuter[2] = screen_space_tess(gl_in[1].gl_Position, gl_in[2].gl_Position); gl_TessLevelOuter[3] = screen_space_tess(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);*/ gl_TessLevelOuter[0] = tess_factor; gl_TessLevelOuter[1] = tess_factor; gl_TessLevelOuter[2] = tess_factor; gl_TessLevelOuter[3] = tess_factor; gl_TessLevelInner[0] = mix(gl_TessLevelOuter[0], gl_TessLevelOuter[3], 0.5); gl_TessLevelInner[1] = mix(gl_TessLevelOuter[2], gl_TessLevelOuter[1], 0.5); } gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position; _norm[gl_InvocationID] = norm[gl_InvocationID]; _texCoord[gl_InvocationID] = texCoord[gl_InvocationID]; _pos[gl_InvocationID] = pos[gl_InvocationID]; }