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- #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;
- };
-
- // tessellation levels
- 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 = 3) out vec2 outUV[3];
- layout(location = 6) out PnPatch outPatch[3];
-
- float wij(int i, int j)
- {
- return dot(gl_in[j].gl_Position.xyz - gl_in[i].gl_Position.xyz, inNormal[i]);
- }
-
- float vij(int i, int j)
- {
- vec3 Pj_minus_Pi = gl_in[j].gl_Position.xyz
- - gl_in[i].gl_Position.xyz;
- vec3 Ni_plus_Nj = inNormal[i]+inNormal[j];
- return 2.0*dot(Pj_minus_Pi, Ni_plus_Nj)/dot(Pj_minus_Pi, Pj_minus_Pi);
- }
-
- void main()
- {
- // get data
- gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
- outNormal[gl_InvocationID] = inNormal[gl_InvocationID];
- outUV[gl_InvocationID] = inUV[gl_InvocationID];
-
- // set base
- float P0 = gl_in[0].gl_Position[gl_InvocationID];
- float P1 = gl_in[1].gl_Position[gl_InvocationID];
- float P2 = gl_in[2].gl_Position[gl_InvocationID];
- float N0 = inNormal[0][gl_InvocationID];
- float N1 = inNormal[1][gl_InvocationID];
- float N2 = inNormal[2][gl_InvocationID];
-
- // compute control points
- outPatch[gl_InvocationID].b210 = (2.0*P0 + P1 - wij(0,1)*N0)/3.0;
- outPatch[gl_InvocationID].b120 = (2.0*P1 + P0 - wij(1,0)*N1)/3.0;
- outPatch[gl_InvocationID].b021 = (2.0*P1 + P2 - wij(1,2)*N1)/3.0;
- outPatch[gl_InvocationID].b012 = (2.0*P2 + P1 - wij(2,1)*N2)/3.0;
- outPatch[gl_InvocationID].b102 = (2.0*P2 + P0 - wij(2,0)*N2)/3.0;
- outPatch[gl_InvocationID].b201 = (2.0*P0 + P2 - wij(0,2)*N0)/3.0;
- float E = ( outPatch[gl_InvocationID].b210
- + outPatch[gl_InvocationID].b120
- + outPatch[gl_InvocationID].b021
- + outPatch[gl_InvocationID].b012
- + outPatch[gl_InvocationID].b102
- + outPatch[gl_InvocationID].b201 ) / 6.0;
- float V = (P0 + P1 + P2)/3.0;
- outPatch[gl_InvocationID].b111 = E + (E - V)*0.5;
- outPatch[gl_InvocationID].n110 = N0+N1-vij(0,1)*(P1-P0);
- outPatch[gl_InvocationID].n011 = N1+N2-vij(1,2)*(P2-P1);
- outPatch[gl_InvocationID].n101 = N2+N0-vij(2,0)*(P0-P2);
-
- // set tess levels
- gl_TessLevelOuter[gl_InvocationID] = ubo.tessLevel;
- gl_TessLevelInner[0] = ubo.tessLevel;
- }
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