#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; }; layout (binding = 1) uniform UBO { mat4 projection; mat4 model; float tessAlpha; } ubo; layout(triangles, fractional_odd_spacing, ccw) in; layout(location = 0) in vec3 iNormal[]; layout(location = 3) in vec2 iTexCoord[]; layout(location = 6) in PnPatch iPnPatch[]; layout(location = 0) out vec3 oNormal; layout(location = 1) out vec2 oTexCoord; #define uvw gl_TessCoord void main() { vec3 uvwSquared = uvw * uvw; vec3 uvwCubed = uvwSquared * uvw; // extract control points vec3 b210 = vec3(iPnPatch[0].b210, iPnPatch[1].b210, iPnPatch[2].b210); vec3 b120 = vec3(iPnPatch[0].b120, iPnPatch[1].b120, iPnPatch[2].b120); vec3 b021 = vec3(iPnPatch[0].b021, iPnPatch[1].b021, iPnPatch[2].b021); vec3 b012 = vec3(iPnPatch[0].b012, iPnPatch[1].b012, iPnPatch[2].b012); vec3 b102 = vec3(iPnPatch[0].b102, iPnPatch[1].b102, iPnPatch[2].b102); vec3 b201 = vec3(iPnPatch[0].b201, iPnPatch[1].b201, iPnPatch[2].b201); vec3 b111 = vec3(iPnPatch[0].b111, iPnPatch[1].b111, iPnPatch[2].b111); // extract control normals vec3 n110 = normalize(vec3(iPnPatch[0].n110, iPnPatch[1].n110, iPnPatch[2].n110)); vec3 n011 = normalize(vec3(iPnPatch[0].n011, iPnPatch[1].n011, iPnPatch[2].n011)); vec3 n101 = normalize(vec3(iPnPatch[0].n101, iPnPatch[1].n101, iPnPatch[2].n101)); // compute texcoords oTexCoord = gl_TessCoord[2]*iTexCoord[0] + gl_TessCoord[0]*iTexCoord[1] + gl_TessCoord[1]*iTexCoord[2]; // normal vec3 barNormal = gl_TessCoord[2]*iNormal[0] + gl_TessCoord[0]*iNormal[1] + gl_TessCoord[1]*iNormal[2]; vec3 pnNormal = iNormal[0]*uvwSquared[2] + iNormal[1]*uvwSquared[0] + iNormal[2]*uvwSquared[1] + n110*uvw[2]*uvw[0] + n011*uvw[0]*uvw[1] + n101*uvw[2]*uvw[1]; oNormal = ubo.tessAlpha*pnNormal + (1.0-ubo.tessAlpha)*barNormal; // compute interpolated pos vec3 barPos = gl_TessCoord[2]*gl_in[0].gl_Position.xyz + gl_TessCoord[0]*gl_in[1].gl_Position.xyz + gl_TessCoord[1]*gl_in[2].gl_Position.xyz; // save some computations uvwSquared *= 3.0; // compute PN position vec3 pnPos = gl_in[0].gl_Position.xyz*uvwCubed[2] + gl_in[1].gl_Position.xyz*uvwCubed[0] + gl_in[2].gl_Position.xyz*uvwCubed[1] + b210*uvwSquared[2]*uvw[0] + b120*uvwSquared[0]*uvw[2] + b201*uvwSquared[2]*uvw[1] + b021*uvwSquared[0]*uvw[1] + b102*uvwSquared[1]*uvw[2] + b012*uvwSquared[1]*uvw[0] + b111*6.0*uvw[0]*uvw[1]*uvw[2]; // final position and normal vec3 finalPos = (1.0-ubo.tessAlpha)*barPos + ubo.tessAlpha*pnPos; gl_Position = ubo.projection * ubo.model * vec4(finalPos,1.0); } /* struct PnPatch { float barycentric[7]; float normals[3]; }; layout (binding = 1) uniform UBO { mat4 projection; mat4 model; float tessAlpha; } ubo; layout(triangles, equal_spacing, ccw) in; layout(location = 0) in vec3 inNormal[]; layout(location = 1) in PnPatch inPatch[]; layout(location = 0) out vec3 outNormal; void main() { vec3 uvwSquared = gl_TessCoord * gl_TessCoord; vec3 uvwCubed = uvwSquared * gl_TessCoord; // Get barycentric coordinates vec3 barycentric[7]; for (int i = 0; i < barycentric.length(); ++i) { barycentric[i] = vec3(inPatch[0].barycentric[i], inPatch[1].barycentric[i], inPatch[2].barycentric[i]); } // Normal control points vec3 normals[3]; for (int i = 0; i < normals.length(); ++i) { normals[i] = normalize(vec3(inPatch[0].normals[i], inPatch[1].normals[i], inPatch[2].normals[i])); } // Calculate normals vec3 barNormal = gl_TessCoord[2] * inNormal[0] + gl_TessCoord[0] * inNormal[1] + gl_TessCoord[1] * inNormal[2]; vec3 pnNormal = inNormal[0] * uvwSquared[2] + inNormal[1] * uvwSquared[0] + inNormal[2] * uvwSquared[1] + normals[0] * gl_TessCoord[2] * gl_TessCoord[0] + normals[1] * gl_TessCoord[0] * gl_TessCoord[1] + normals[2] * gl_TessCoord[2] * gl_TessCoord[1]; outNormal = ubo.tessAlpha * pnNormal + (1.0-ubo.tessAlpha) * barNormal; // Interpolate position vec3 barPos = gl_TessCoord[2] * gl_in[0].gl_Position.xyz + gl_TessCoord[0] * gl_in[1].gl_Position.xyz + gl_TessCoord[1] * gl_in[2].gl_Position.xyz; uvwSquared *= 3.0; // PN positions vec3 pnPos = gl_in[0].gl_Position.xyz * uvwCubed[2] + gl_in[1].gl_Position.xyz * uvwCubed[0] + gl_in[2].gl_Position.xyz * uvwCubed[1] + barycentric[0] * uvwSquared[2] * gl_TessCoord[0] + barycentric[1] * uvwSquared[0] * gl_TessCoord[2] + barycentric[5] * uvwSquared[2] * gl_TessCoord[1] + barycentric[2] * uvwSquared[0] * gl_TessCoord[1] + barycentric[4] * uvwSquared[1] * gl_TessCoord[2] + barycentric[3] * uvwSquared[1] * gl_TessCoord[0] + barycentric[6] * 6.0 * gl_TessCoord[0] * gl_TessCoord[1] * gl_TessCoord[2]; vec3 finalPos = (1.0 - ubo.tessAlpha) * barPos + ubo.tessAlpha * pnPos; gl_Position = ubo.projection * ubo.model * vec4(finalPos, 1.0); } */