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Vulkan-Samples/shaders/patch_control_points/glsl/tess.tesc
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2025-09-04 10:54:47 +08:00

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GLSL

/* Copyright (c) 2023-2024, Mobica Limited
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#version 450
layout(binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
}
ubo;
layout(binding = 1) uniform UBOTessellation
{
float tessellationFactor;
}
ubo_tessellation;
layout(vertices = 3) out;
layout(location = 0) out vec3 outColor[3];
float getTessLevel(vec4 p0, vec4 p1)
{
float tessellationLevel = 0.0f;
const float midDistance = 1.6f;
const float shortDistance = 1.0f;
// Calculate edge mid point
vec4 centerPoint = 0.5f * (p0 + p1);
// Calculate vector from camera to mid point
vec4 vCam = ubo.view * centerPoint;
// Calculate vector for camera projection
vec4 vCamView = ubo.projection * vCam;
// Calculate the vector length
float centerDistance = length(vCamView);
// Adjusting the size of the tessellation depending on the length of the vector
if (centerDistance >= midDistance)
{
tessellationLevel = 1.0f;
}
else if (centerDistance >= shortDistance && centerDistance < midDistance)
{
tessellationLevel = ubo_tessellation.tessellationFactor * 0.4f;
}
else
{
tessellationLevel = ubo_tessellation.tessellationFactor;
}
return tessellationLevel;
}
vec3 getColor(float tessellationLevel)
{
vec3 outColor;
if (tessellationLevel == 1.0f)
{
outColor = vec3(1.0f, 0.0f, 0.0f); // red color
}
else if (tessellationLevel == ubo_tessellation.tessellationFactor * 0.4f)
{
outColor = vec3(0.0f, 0.0f, 1.0f); // blue color
}
else if (tessellationLevel == ubo_tessellation.tessellationFactor)
{
outColor = vec3(0.0f, 1.0f, 0.0f); // green color
}
return outColor;
}
void main()
{
if (ubo_tessellation.tessellationFactor > 1.0)
{
gl_TessLevelOuter[0] = getTessLevel(gl_in[2].gl_Position, gl_in[0].gl_Position);
gl_TessLevelOuter[1] = getTessLevel(gl_in[0].gl_Position, gl_in[1].gl_Position);
gl_TessLevelOuter[2] = getTessLevel(gl_in[1].gl_Position, gl_in[2].gl_Position);
gl_TessLevelInner[0] = mix(gl_TessLevelOuter[0], gl_TessLevelOuter[2], 0.5);
}
else
{
gl_TessLevelOuter[0] = 1;
gl_TessLevelOuter[1] = 1;
gl_TessLevelOuter[2] = 1;
gl_TessLevelInner[0] = 1;
}
outColor[gl_InvocationID] = getColor(gl_TessLevelOuter[0]);
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
}