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- #version 450
-
- layout (triangles) in;
-
- layout (location = 0) in vec3 inNormal[];
- layout (location = 1) in vec3 inColor[];
- layout (location = 2) in vec3 inViewVec[];
- layout (location = 3) in vec3 inLightVec[];
-
- layout (location = 0) out vec3 outNormal;
- layout (location = 1) out vec3 outColor;
- layout (location = 2) out vec3 outViewVec;
- layout (location = 3) out vec3 outLightVec;
-
- void main(void)
- {
- gl_Position = (gl_TessCoord.x * gl_in[2].gl_Position) +
- (gl_TessCoord.y * gl_in[1].gl_Position) +
- (gl_TessCoord.z * gl_in[0].gl_Position);
- outNormal = gl_TessCoord.x*inNormal[2] + gl_TessCoord.y*inNormal[1] + gl_TessCoord.z*inNormal[0];
- outViewVec = gl_TessCoord.x*inViewVec[2] + gl_TessCoord.y*inViewVec[1] + gl_TessCoord.z*inViewVec[0];
- outLightVec = gl_TessCoord.x*inLightVec[2] + gl_TessCoord.y*inLightVec[1] + gl_TessCoord.z*inLightVec[0];
- outColor = inColor[0];
- }
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