89 lines
2.4 KiB
GLSL

#version 450 core
#extension GL_EXT_debug_printf : enable
layout (set = 0, binding = 0) uniform Matrices {
mat4 view;
mat4 proj;
float time;
vec3 cam_pos;
vec3 cam_dir;
vec4 frustum[6];
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 midp = 0.5*(p0+p1);
float r = distance(p0, p1) / 2.0;
vec4 v0 = view * midp;
/* project into clip spaace */
vec4 clip0 = proj * (v0 - vec4(r, vec3(0.0)));
vec4 clip1 = proj * (v0 + vec4(r, vec3(0.0)));
clip0 /= clip0.w;
clip1 /= clip1.w;
/* convert to viewport coords */
clip0.xy *= viewport;
clip1.xy *= viewport;
return clamp(distance(clip0, clip1) / tess_edge_size * tess_factor, 1.0, 64.0);
}
bool frustum_culling() {
/* square root of patch size */
const float r = 8.0f;
/* ensure this is consistent with tese shader */
vec4 fpos = gl_in[gl_InvocationID].gl_Position;
fpos.y += 15.0 * textureLod(heightmap, texCoord[0], 0.0).r;
for(int i = 0; i < 6; i++) {
if(dot(fpos, frustum[i]) + r < 0.0)
return false;
}
return true;
}
void main() {
if(gl_InvocationID == 0) {
/* perform frustum culling */
if(frustum_culling()) {
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);
} else {
gl_TessLevelOuter[0] = 0.0;
gl_TessLevelOuter[1] = 0.0;
gl_TessLevelOuter[2] = 0.0;
gl_TessLevelOuter[3] = 0.0;
gl_TessLevelInner[0] = 0.0;
gl_TessLevelInner[1] = 0.0;
}
}
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];
}