18 lines
810 B
HLSL
18 lines
810 B
HLSL
#include "endian.xesli"
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#include "xenos_draw.hlsli"
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XeHSControlPointInputAdaptive main(uint xe_edge_factor : SV_VertexID) {
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XeHSControlPointInputAdaptive output;
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// The Xbox 360's GPU accepts the float32 tessellation factors for edges
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// through a special kind of an index buffer.
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// While 4D5307F2 sets the factors to 0 for frustum-culled (quad) patches, in
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// 4D5307E6 only allowing patches with factors above 0 makes distant
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// (triangle) patches disappear - it appears that there are no special values
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// for culled patches on the Xbox 360 (unlike zero, negative and NaN on
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// Direct3D 11).
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output.edge_factor = clamp(
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asfloat(XeEndianSwap32(xe_edge_factor, xe_vertex_index_endian)) + 1.0f,
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xe_tessellation_factor_range.x, xe_tessellation_factor_range.y);
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return output;
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}
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