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