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- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- layout (triangles) in;
-
- layout (binding = 1) uniform UBO
- {
- mat4 projection;
- mat4 model;
- float tessAlpha;
- } ubo;
-
- layout (location = 0) in vec3 inNormal[];
- layout (location = 1) in vec2 inUV[];
-
- layout (location = 0) out vec3 outNormal;
- layout (location = 1) out vec2 outUV;
-
- void main(void)
- {
- gl_Position = (gl_TessCoord.x * gl_in[0].gl_Position) +
- (gl_TessCoord.y * gl_in[1].gl_Position) +
- (gl_TessCoord.z * gl_in[2].gl_Position);
- gl_Position = ubo.projection * ubo.model * gl_Position;
-
- outNormal = gl_TessCoord.x*inNormal[0] + gl_TessCoord.y*inNormal[1] + gl_TessCoord.z*inNormal[2];
- outUV = gl_TessCoord.x*inUV[0] + gl_TessCoord.y*inUV[1] + gl_TessCoord.z*inUV[2];
- }
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