#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable // PN patch data struct PnPatch { float b210; float b120; float b021; float b012; float b102; float b201; float b111; float n110; float n011; float n101; }; layout (binding = 1) uniform UBO { mat4 projection; mat4 model; float tessAlpha; } ubo; layout(triangles, fractional_odd_spacing, ccw) in; layout(location = 0) in vec3 iNormal[]; layout(location = 3) in vec2 iTexCoord[]; layout(location = 6) in PnPatch iPnPatch[]; layout(location = 0) out vec3 oNormal; layout(location = 1) out vec2 oTexCoord; #define uvw gl_TessCoord void main() { vec3 uvwSquared = uvw * uvw; vec3 uvwCubed = uvwSquared * uvw; // extract control points vec3 b210 = vec3(iPnPatch[0].b210, iPnPatch[1].b210, iPnPatch[2].b210); vec3 b120 = vec3(iPnPatch[0].b120, iPnPatch[1].b120, iPnPatch[2].b120); vec3 b021 = vec3(iPnPatch[0].b021, iPnPatch[1].b021, iPnPatch[2].b021); vec3 b012 = vec3(iPnPatch[0].b012, iPnPatch[1].b012, iPnPatch[2].b012); vec3 b102 = vec3(iPnPatch[0].b102, iPnPatch[1].b102, iPnPatch[2].b102); vec3 b201 = vec3(iPnPatch[0].b201, iPnPatch[1].b201, iPnPatch[2].b201); vec3 b111 = vec3(iPnPatch[0].b111, iPnPatch[1].b111, iPnPatch[2].b111); // extract control normals vec3 n110 = normalize(vec3(iPnPatch[0].n110, iPnPatch[1].n110, iPnPatch[2].n110)); vec3 n011 = normalize(vec3(iPnPatch[0].n011, iPnPatch[1].n011, iPnPatch[2].n011)); vec3 n101 = normalize(vec3(iPnPatch[0].n101, iPnPatch[1].n101, iPnPatch[2].n101)); // compute texcoords oTexCoord = gl_TessCoord[2]*iTexCoord[0] + gl_TessCoord[0]*iTexCoord[1] + gl_TessCoord[1]*iTexCoord[2]; // normal // Barycentric normal vec3 barNormal = gl_TessCoord[2]*iNormal[0] + gl_TessCoord[0]*iNormal[1] + gl_TessCoord[1]*iNormal[2]; vec3 pnNormal = iNormal[0]*uvwSquared[2] + iNormal[1]*uvwSquared[0] + iNormal[2]*uvwSquared[1] + n110*uvw[2]*uvw[0] + n011*uvw[0]*uvw[1]+ n101*uvw[2]*uvw[1]; oNormal = ubo.tessAlpha*pnNormal + (1.0-ubo.tessAlpha) * barNormal; // compute interpolated pos vec3 barPos = gl_TessCoord[2]*gl_in[0].gl_Position.xyz + gl_TessCoord[0]*gl_in[1].gl_Position.xyz + gl_TessCoord[1]*gl_in[2].gl_Position.xyz; // save some computations uvwSquared *= 3.0; // compute PN position vec3 pnPos = gl_in[0].gl_Position.xyz*uvwCubed[2] + gl_in[1].gl_Position.xyz*uvwCubed[0] + gl_in[2].gl_Position.xyz*uvwCubed[1] + b210*uvwSquared[2]*uvw[0] + b120*uvwSquared[0]*uvw[2] + b201*uvwSquared[2]*uvw[1] + b021*uvwSquared[0]*uvw[1] + b102*uvwSquared[1]*uvw[2] + b012*uvwSquared[1]*uvw[0] + b111*6.0*uvw[0]*uvw[1]*uvw[2]; // final position and normal vec3 finalPos = (1.0-ubo.tessAlpha)*barPos + ubo.tessAlpha*pnPos; gl_Position = ubo.projection * ubo.model * vec4(finalPos,1.0); }