/**************************************************************************** ** ** Copyright (C) 2014 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef TESSELLATION_LINEAR_GLSLLIB #define TESSELLATION_LINEAR_GLSLLIB #if TESSELLATION_CONTROL_SHADER layout (vertices = 3) out; // global setup in main vec3 ctWorldPos[3]; uniform vec3 camera_position; uniform vec2 distanceRange; uniform float disableCulling; float isBackFace() { vec3 faceNormal = normalize( cross( ctWorldPos[2] - ctWorldPos[0], ctWorldPos[1] - ctWorldPos[0] ) ); vec3 ncd = normalize( ctWorldPos[0] - camera_position ); return sign( dot(faceNormal, ncd) ); } float adaptiveCameraFactor( in float minTess, in float maxTess ) { float distanceValue0 = distance( camera_position, ctWorldPos[0] ); float distanceValue1 = distance( camera_position, ctWorldPos[1] ); float distanceValue2 = distance( camera_position, ctWorldPos[2] ); float range = distanceRange[1] - distanceRange[0]; vec3 edgeDistance; edgeDistance[0] = ((distanceValue1 + distanceValue2) / 2.0) / range; edgeDistance[1] = ((distanceValue2 + distanceValue0) / 2.0) / range; edgeDistance[2] = ((distanceValue0 + distanceValue1) / 2.0) / range; edgeDistance = clamp( edgeDistance, vec3(0.0), vec3(1.0) ); //float af = mix( minTess, maxTess, 1.0 - edgeDistance[gl_InvocationID] ); float af = 1.0 - edgeDistance[gl_InvocationID]; af = clamp( af*af*maxTess , minTess, maxTess ); return af; } void tessShader ( in float tessEdge, in float tessInner ) { float bf = isBackFace(); bf = max(disableCulling, bf); // adapative tessellation factor float af = adaptiveCameraFactor( tessInner, tessEdge ); // Calculate the tessellation levels gl_TessLevelInner[0] = af * bf; gl_TessLevelOuter[gl_InvocationID] = af * bf; } #endif #if TESSELLATION_EVALUATION_SHADER layout (triangles, equal_spacing, ccw) in; vec4 tessShader ( ) { vec4 p0 = gl_TessCoord.x * gl_in[0].gl_Position; vec4 p1 = gl_TessCoord.y * gl_in[1].gl_Position; vec4 p2 = gl_TessCoord.z * gl_in[2].gl_Position; vec4 pos = p0 + p1 + p2; return pos; } #endif #endif