pleascach/assets/shaders/terrain.tesc

61 lines
1.8 KiB
GLSL

#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_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];
}