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passthrough.tesc 705B

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  1. #version 450
  2. #extension GL_ARB_separate_shader_objects : enable
  3. #extension GL_ARB_shading_language_420pack : enable
  4. layout (vertices = 3) out;
  5. layout (location = 0) in vec3 inNormal[];
  6. layout (location = 1) in vec2 inUV[];
  7. layout (location = 0) out vec3 outNormal[3];
  8. layout (location = 1) out vec2 outUV[3];
  9. void main(void)
  10. {
  11. if (gl_InvocationID == 0)
  12. {
  13. gl_TessLevelInner[0] = 1.0;
  14. gl_TessLevelOuter[0] = 1.0;
  15. gl_TessLevelOuter[1] = 1.0;
  16. gl_TessLevelOuter[2] = 1.0;
  17. }
  18. gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
  19. outNormal[gl_InvocationID] = inNormal[gl_InvocationID];
  20. outUV[gl_InvocationID] = inUV[gl_InvocationID];
  21. }