#version 310 es #extension GL_EXT_tessellation_shader : require layout(vertices = 1) out; layout(location = 0) in vec2 vPatchPosBase[]; layout(std140) uniform UBO { vec4 uScale; highp vec3 uCamPos; vec2 uPatchSize; vec2 uMaxTessLevel; float uDistanceMod; vec4 uFrustum[6]; }; layout(location = 1) patch out vec2 vOutPatchPosBase; layout(location = 2) patch out vec4 vPatchLods; float lod_factor(vec2 pos_) { vec2 pos = pos_ * uScale.xy; vec3 dist_to_cam = uCamPos - vec3(pos.x, 0.0, pos.y); float level = log2((length(dist_to_cam) + 0.0001) * uDistanceMod); return clamp(level, 0.0, uMaxTessLevel.x); } float tess_level(float lod) { return uMaxTessLevel.y * exp2(-lod); } vec4 tess_level(vec4 lod) { return uMaxTessLevel.y * exp2(-lod); } // Guard band for vertex displacement. #define GUARD_BAND 10.0 bool frustum_cull(vec2 p0) { vec2 min_xz = (p0 - GUARD_BAND) * uScale.xy; vec2 max_xz = (p0 + uPatchSize + GUARD_BAND) * uScale.xy; vec3 bb_min = vec3(min_xz.x, -GUARD_BAND, min_xz.y); vec3 bb_max = vec3(max_xz.x, +GUARD_BAND, max_xz.y); vec3 center = 0.5 * (bb_min + bb_max); float radius = 0.5 * length(bb_max - bb_min); vec3 f0 = vec3( dot(uFrustum[0], vec4(center, 1.0)), dot(uFrustum[1], vec4(center, 1.0)), dot(uFrustum[2], vec4(center, 1.0))); vec3 f1 = vec3( dot(uFrustum[3], vec4(center, 1.0)), dot(uFrustum[4], vec4(center, 1.0)), dot(uFrustum[5], vec4(center, 1.0))); return !(any(lessThanEqual(f0, vec3(-radius))) || any(lessThanEqual(f1, vec3(-radius)))); } void compute_tess_levels(vec2 p0) { vOutPatchPosBase = p0; float l00 = lod_factor(p0 + vec2(-0.5, -0.5) * uPatchSize); float l10 = lod_factor(p0 + vec2(+0.5, -0.5) * uPatchSize); float l20 = lod_factor(p0 + vec2(+1.5, -0.5) * uPatchSize); float l01 = lod_factor(p0 + vec2(-0.5, +0.5) * uPatchSize); float l11 = lod_factor(p0 + vec2(+0.5, +0.5) * uPatchSize); float l21 = lod_factor(p0 + vec2(+1.5, +0.5) * uPatchSize); float l02 = lod_factor(p0 + vec2(-0.5, +1.5) * uPatchSize); float l12 = lod_factor(p0 + vec2(+0.5, +1.5) * uPatchSize); float l22 = lod_factor(p0 + vec2(+1.5, +1.5) * uPatchSize); 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.xyzw, lods.yzwx); vec4 levels = tess_level(outer_lods); 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 inner = tess_level(min(min_lod, l11)); gl_TessLevelInner[0] = inner; gl_TessLevelInner[1] = inner; } void main() { vec2 p0 = vPatchPosBase[0]; if (!frustum_cull(p0)) { 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 { compute_tess_levels(p0); } }