glslang/Test/spv.debuginfo.glsl.tesc

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/*
The MIT License (MIT)
Copyright (c) 2022 Sascha Willems
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#version 450
layout(set = 0, binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
vec4 lightPos;
vec4 frustumPlanes[6];
float displacementFactor;
float tessellationFactor;
vec2 viewportDim;
float tessellatedEdgeSize;
} ubo;
layout(set = 0, binding = 1) uniform sampler2D samplerHeight;
layout (vertices = 4) out;
layout (location = 0) in vec3 inNormal[];
layout (location = 1) in vec2 inUV[];
layout (location = 0) out vec3 outNormal[4];
layout (location = 1) out vec2 outUV[4];
// Calculate the tessellation factor based on screen space
// dimensions of the edge
float screenSpaceTessFactor(vec4 p0, vec4 p1)
{
// Calculate edge mid point
vec4 midPoint = 0.5 * (p0 + p1);
// Sphere radius as distance between the control points
float radius = distance(p0, p1) / 2.0;
// View space
vec4 v0 = ubo.modelview * midPoint;
// Project into clip space
vec4 clip0 = (ubo.projection * (v0 - vec4(radius, vec3(0.0))));
vec4 clip1 = (ubo.projection * (v0 + vec4(radius, vec3(0.0))));
// Get normalized device coordinates
clip0 /= clip0.w;
clip1 /= clip1.w;
// Convert to viewport coordinates
clip0.xy *= ubo.viewportDim;
clip1.xy *= ubo.viewportDim;
// Return the tessellation factor based on the screen size
// given by the distance of the two edge control points in screen space
// and a reference (min.) tessellation size for the edge set by the application
return clamp(distance(clip0, clip1) / ubo.tessellatedEdgeSize * ubo.tessellationFactor, 1.0, 64.0);
}
// Checks the current's patch visibility against the frustum using a sphere check
// Sphere radius is given by the patch size
bool frustumCheck()
{
// Fixed radius (increase if patch size is increased in example)
const float radius = 8.0f;
vec4 pos = gl_in[gl_InvocationID].gl_Position;
pos.y -= textureLod(samplerHeight, inUV[0], 0.0).r * ubo.displacementFactor;
// Check sphere against frustum planes
for (int i = 0; i < 6; i++) {
if (dot(pos, ubo.frustumPlanes[i]) + radius < 0.0)
{
return false;
}
}
return true;
}
void main()
{
if (gl_InvocationID == 0)
{
if (!frustumCheck())
{
gl_TessLevelInner[0] = 0.0;
gl_TessLevelInner[1] = 0.0;
gl_TessLevelOuter[0] = 0.0;
gl_TessLevelOuter[1] = 0.0;
gl_TessLevelOuter[2] = 0.0;
gl_TessLevelOuter[3] = 0.0;
}
else
{
if (ubo.tessellationFactor > 0.0)
{
gl_TessLevelOuter[0] = screenSpaceTessFactor(gl_in[3].gl_Position, gl_in[0].gl_Position);
gl_TessLevelOuter[1] = screenSpaceTessFactor(gl_in[0].gl_Position, gl_in[1].gl_Position);
gl_TessLevelOuter[2] = screenSpaceTessFactor(gl_in[1].gl_Position, gl_in[2].gl_Position);
gl_TessLevelOuter[3] = screenSpaceTessFactor(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
{
// Tessellation factor can be set to zero by example
// to demonstrate a simple passthrough
gl_TessLevelInner[0] = 1.0;
gl_TessLevelInner[1] = 1.0;
gl_TessLevelOuter[0] = 1.0;
gl_TessLevelOuter[1] = 1.0;
gl_TessLevelOuter[2] = 1.0;
gl_TessLevelOuter[3] = 1.0;
}
}
}
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
outNormal[gl_InvocationID] = inNormal[gl_InvocationID];
outUV[gl_InvocationID] = inUV[gl_InvocationID];
}