ups, did not try it. My previous experience did not really help me in these cases.
Anyway I gived a try and it does what I supposed. The lines are so narrow...
I finished the settings and I'm pretty happy with the result. It is very cheap because I compute the lod stage at the vertex shader and use it into a straight single mask sample. I added a camera height divider to the algorithm and it works now for every point of view around the playground.