2014-03-17 16:04:30 +00:00
|
|
|
#version 330
|
|
|
|
#extension GL_ARB_tessellation_shader : require
|
2014-01-21 15:19:07 +00:00
|
|
|
|
|
|
|
layout(vertices = 3) out;
|
|
|
|
in vec3 vPosition[];
|
|
|
|
in vec4 vColor[];
|
|
|
|
in vec3 vNormal[];
|
|
|
|
out vec3 tcPosition[];
|
|
|
|
out vec4 tcColor[];
|
|
|
|
out vec3 tcNormal[];
|
|
|
|
uniform float TessLevelInner = 1.0; // controlled by keyboard buttons
|
|
|
|
uniform float TessLevelOuter = 1.0; // controlled by keyboard buttons
|
2014-05-07 07:51:35 +00:00
|
|
|
uniform mat4 ProjectionMatrix;
|
|
|
|
uniform mat4 ViewMatrix;
|
|
|
|
uniform mat3 NormalMatrix;
|
2014-01-21 15:19:07 +00:00
|
|
|
|
|
|
|
#define ID gl_InvocationID
|
|
|
|
|
|
|
|
void main()
|
|
|
|
{
|
|
|
|
tcPosition[ID] = vPosition[ID];
|
|
|
|
tcColor[ID] = vColor[ID];
|
|
|
|
tcNormal[ID] = vNormal[ID];
|
2014-05-07 07:51:35 +00:00
|
|
|
float dist = (ProjectionMatrix * ViewMatrix * vec4(vPosition[ID], 1)).z;
|
2014-01-21 15:19:07 +00:00
|
|
|
if (ID == 0) {
|
2014-05-07 07:51:35 +00:00
|
|
|
if (dist < 30) {
|
|
|
|
gl_TessLevelInner[0] = TessLevelInner;
|
|
|
|
gl_TessLevelOuter[0] = TessLevelOuter;
|
|
|
|
gl_TessLevelOuter[1] = TessLevelOuter;
|
|
|
|
gl_TessLevelOuter[2] = TessLevelOuter;
|
|
|
|
} else if (dist < 50) {
|
|
|
|
gl_TessLevelInner[0] = max(TessLevelInner-1.0,1.0);
|
|
|
|
gl_TessLevelOuter[0] = max(TessLevelOuter-1.0,1.0);
|
|
|
|
gl_TessLevelOuter[1] = max(TessLevelOuter-1.0,1.0);
|
|
|
|
gl_TessLevelOuter[2] = max(TessLevelOuter-1.0,1.0);
|
|
|
|
} else if (dist < 100) {
|
|
|
|
gl_TessLevelInner[0] = max(TessLevelInner-2.0,1.0);
|
|
|
|
gl_TessLevelOuter[0] = max(TessLevelOuter-2.0,1.0);
|
|
|
|
gl_TessLevelOuter[1] = max(TessLevelOuter-2.0,1.0);
|
|
|
|
gl_TessLevelOuter[2] = max(TessLevelOuter-2.0,1.0);
|
|
|
|
} else {
|
|
|
|
gl_TessLevelInner[0] = 1.0;
|
|
|
|
gl_TessLevelOuter[0] = 1.0;
|
|
|
|
gl_TessLevelOuter[1] = 1.0;
|
|
|
|
gl_TessLevelOuter[2] = 1.0;
|
|
|
|
}
|
2014-01-21 15:19:07 +00:00
|
|
|
}
|
2014-05-07 07:51:35 +00:00
|
|
|
}
|