SPIRV-Cross/reference/shaders/tesc/water_tess.tesc

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#version 310 es
#extension GL_EXT_tessellation_shader : require
layout(vertices = 1) out;
layout(std140) uniform UBO
{
vec4 uScale;
vec3 uCamPos;
vec2 uPatchSize;
vec2 uMaxTessLevel;
float uDistanceMod;
vec4 uFrustum[6];
} _41;
out patch vec2 vOutPatchPosBase;
out patch vec4 vPatchLods;
in vec2 vPatchPosBase[32];
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;
bool _205 = any(lessThanEqual(_199, vec3((-radius))));
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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);
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}
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));
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float l00 = lod_factor(param);
vec2 param_1 = (p0 + (vec2(0.5, -0.5) * _41.uPatchSize));
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float l10 = lod_factor(param_1);
vec2 param_2 = (p0 + (vec2(1.5, -0.5) * _41.uPatchSize));
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float l20 = lod_factor(param_2);
vec2 param_3 = (p0 + (vec2(-0.5, 0.5) * _41.uPatchSize));
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float l01 = lod_factor(param_3);
vec2 param_4 = (p0 + (vec2(0.5) * _41.uPatchSize));
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float l11 = lod_factor(param_4);
vec2 param_5 = (p0 + (vec2(1.5, 0.5) * _41.uPatchSize));
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float l21 = lod_factor(param_5);
vec2 param_6 = (p0 + (vec2(-0.5, 1.5) * _41.uPatchSize));
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float l02 = lod_factor(param_6);
vec2 param_7 = (p0 + (vec2(0.5, 1.5) * _41.uPatchSize));
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float l12 = lod_factor(param_7);
vec2 param_8 = (p0 + (vec2(1.5) * _41.uPatchSize));
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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)));
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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;
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}
else
{
vec2 param_1 = p0;
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compute_tess_levels(param_1);
}
}