#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; } /* struct PnPatch { float barycentric[7]; float normals[3]; }; 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 = 1) out PnPatch outPatch[3]; float dotPosNormW(int i, int j) { return dot(gl_in[j].gl_Position.xyz - gl_in[i].gl_Position.xyz, inNormal[i]); } float dotPosNormV(int i, int j) { vec3 deltaPos = gl_in[j].gl_Position.xyz - gl_in[i].gl_Position.xyz; return 2.0 * dot(deltaPos, inNormal[i] + inNormal[j]) / dot(deltaPos, deltaPos); } void main() { gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position; outNormal[gl_InvocationID] = inNormal[gl_InvocationID]; float pos[3] = float[](gl_in[0].gl_Position[gl_InvocationID], gl_in[1].gl_Position[gl_InvocationID], gl_in[2].gl_Position[gl_InvocationID]); float normal[3] = float[](inNormal[0][gl_InvocationID], inNormal[1][gl_InvocationID], inNormal[2][gl_InvocationID]); // Calculate control points outPatch[gl_InvocationID].barycentric[0] = (2.0 * pos[0] + pos[1] - dotPosNormW(0,1) * normal[0]) / 3.0; outPatch[gl_InvocationID].barycentric[1] = (2.0 * pos[1] + pos[0] - dotPosNormW(1,0) * normal[1]) / 3.0; outPatch[gl_InvocationID].barycentric[2] = (2.0 * pos[1] + pos[2] - dotPosNormW(1,2) * normal[1]) / 3.0; outPatch[gl_InvocationID].barycentric[3] = (2.0 * pos[2] + pos[1] - dotPosNormW(2,1) * normal[2]) / 3.0; outPatch[gl_InvocationID].barycentric[4] = (2.0 * pos[2] + pos[0] - dotPosNormW(2,0) * normal[2]) / 3.0; outPatch[gl_InvocationID].barycentric[5] = (2.0 * pos[0] + pos[2] - dotPosNormW(0,2) * normal[0]) / 3.0; float E = 0.0; for (int i = 0; i < outPatch[gl_InvocationID].barycentric.length(); ++i) { E += outPatch[gl_InvocationID].barycentric[i]; } E /= 6.0; float V = (pos[0] + pos[1] + pos[2])/3.0; outPatch[gl_InvocationID].barycentric[6] = E + (E - V) * 0.5; outPatch[gl_InvocationID].normals[0] = normal[0] + normal[1] - dotPosNormV(0, 1) * (pos[1] - pos[0]); outPatch[gl_InvocationID].normals[1] = normal[1] + normal[2] - dotPosNormV(1, 2) * (pos[2] - pos[1]); outPatch[gl_InvocationID].normals[2] = normal[2] + normal[0] - dotPosNormV(2, 0) * (pos[0] - pos[2]); gl_TessLevelOuter[gl_InvocationID] = ubo.tessLevel; gl_TessLevelInner[0] = ubo.tessLevel; } */