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tessFactor *= _TessellationFactor; |
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// Clamp to be minimun 0.01 |
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tessFactor.xyz = float3(max(0.01, tessFactor.x), max(0.01, tessFactor.y), max(0.01, tessFactor.z)); |
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// TessFactor below 1.0 have no effect. At 0 it kill the triangle, so clamp it to 1.0 |
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tessFactor.xyz = float3(max(1.0, tessFactor.x), max(1.0, tessFactor.y), max(1.0, tessFactor.z)); |
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return CalcTriEdgeTessFactors(tessFactor); |
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} |
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