// Copyright 2020 Google LLC struct HSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float3 Normal : NORMAL0; [[vk::location(1)]] float3 Color : COLOR0; [[vk::location(2)]] float3 ViewVec : TEXCOORD1; [[vk::location(3)]] float3 LightVec : TEXCOORD2; }; 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)]] float3 Color : COLOR0; [[vk::location(2)]] float3 ViewVec : TEXCOORD1; [[vk::location(3)]] float3 LightVec : TEXCOORD2; }; [domain("tri")] DSOutput main(ConstantsHSOutput input, float3 TessCoord : SV_DomainLocation, const OutputPatch patch) { DSOutput output = (DSOutput)0; output.Pos = (TessCoord.x * patch[2].Pos) + (TessCoord.y * patch[1].Pos) + (TessCoord.z * patch[0].Pos); output.Normal = TessCoord.x * patch[2].Normal + TessCoord.y * patch[1].Normal + TessCoord.z * patch[0].Normal; output.ViewVec = TessCoord.x * patch[2].ViewVec + TessCoord.y * patch[1].ViewVec + TessCoord.z * patch[0].ViewVec; output.LightVec = TessCoord.x * patch[2].LightVec + TessCoord.y * patch[1].LightVec + TessCoord.z * patch[0].LightVec; output.Color = patch[0].Color; return output; }