What’s the value of o.pos.w? It seems to me that it has something to do with vertex-to-camera distance.
Am I correct?
Will it be efficient to do lod-transition based on o.pos.w instead of ddx ddy as in here?
For that to work, you would also have to know how fast texture coordinates are changing in object coordinates, i.e. you would have to pre-compute this somehow and communicate it with an additional set of texture coordinates. Furthermore, you have to take the model-view matrix into account. Thus, I think in the end it will be more expensive to compute (except maybe for special cases) and always much more difficult to implement.