procedural-3d-engine/shaders/hlsl/tessellation/passthrough.tese

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// Copyright 2020 Google LLC
struct UBO
{
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float4x4 projection;
float4x4 model;
float tessAlpha;
float tessLevel;
};
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cbuffer ubo : register(b0) { UBO ubo; }
struct HSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
};
struct ConstantsHSOutput
{
float TessLevelOuter[3] : SV_TessFactor;
float TessLevelInner : SV_InsideTessFactor;
};
struct DSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
};
[domain("tri")]
DSOutput main(ConstantsHSOutput input, float3 TessCoord : SV_DomainLocation, const OutputPatch<HSOutput, 3> patch)
{
DSOutput output = (DSOutput)0;
output.Pos = (TessCoord.x * patch[0].Pos) +
(TessCoord.y * patch[1].Pos) +
(TessCoord.z * patch[2].Pos);
output.Pos = mul(ubo.projection, mul(ubo.model, output.Pos));
output.Normal = TessCoord.x*patch[0].Normal + TessCoord.y*patch[1].Normal + TessCoord.z*patch[2].Normal;
output.UV = TessCoord.x*patch[0].UV + TessCoord.y*patch[1].UV + TessCoord.z*patch[2].UV;
return output;
}