procedural-3d-engine/data/shaders/pipelinestatistics/scene.tese
2017-11-12 14:19:01 +01:00

24 lines
No EOL
911 B
GLSL

#version 450
layout (triangles) in;
layout (location = 0) in vec3 inNormal[];
layout (location = 1) in vec3 inColor[];
layout (location = 2) in vec3 inViewVec[];
layout (location = 3) in vec3 inLightVec[];
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;
void main(void)
{
gl_Position = (gl_TessCoord.x * gl_in[2].gl_Position) +
(gl_TessCoord.y * gl_in[1].gl_Position) +
(gl_TessCoord.z * gl_in[0].gl_Position);
outNormal = gl_TessCoord.x*inNormal[2] + gl_TessCoord.y*inNormal[1] + gl_TessCoord.z*inNormal[0];
outViewVec = gl_TessCoord.x*inViewVec[2] + gl_TessCoord.y*inViewVec[1] + gl_TessCoord.z*inViewVec[0];
outLightVec = gl_TessCoord.x*inLightVec[2] + gl_TessCoord.y*inLightVec[1] + gl_TessCoord.z*inLightVec[0];
outColor = inColor[0];
}