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- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- layout (binding = 0) uniform UBO
- {
- float tessLevel;
- } ubo;
-
- layout (vertices = 3) out;
-
- layout (location = 0) in vec3 inNormal[];
- layout (location = 1) in vec2 inUV[];
-
- layout (location = 0) out vec3 outNormal[3];
- layout (location = 1) out vec2 outUV[3];
-
- void main()
- {
- if (gl_InvocationID == 0)
- {
- gl_TessLevelInner[0] = ubo.tessLevel;
- gl_TessLevelOuter[0] = ubo.tessLevel;
- gl_TessLevelOuter[1] = ubo.tessLevel;
- gl_TessLevelOuter[2] = ubo.tessLevel;
- }
-
- gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
- outNormal[gl_InvocationID] = inNormal[gl_InvocationID];
- outUV[gl_InvocationID] = inUV[gl_InvocationID];
- }
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