procedural-3d-engine/shaders/glsl/displacement/displacement.tesc
2024-01-15 19:12:06 +01:00

34 lines
762 B
GLSL

#version 450
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
vec4 lightPos;
float tessAlpha;
float tessStrength;
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 vec2 outUV[3];
void main()
{
if (gl_InvocationID == 0)
{
gl_TessLevelInner[0] = ubo.tessLevel;
gl_TessLevelOuter[0] = ubo.tessLevel;
gl_TessLevelOuter[1] = ubo.tessLevel;
gl_TessLevelOuter[2] = ubo.tessLevel;
}
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
outNormal[gl_InvocationID] = inNormal[gl_InvocationID];
outUV[gl_InvocationID] = inUV[gl_InvocationID];
}