24 lines
No EOL
911 B
GLSL
24 lines
No EOL
911 B
GLSL
#version 450
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layout (triangles) in;
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layout (location = 0) in vec3 inNormal[];
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layout (location = 1) in vec3 inColor[];
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layout (location = 2) in vec3 inViewVec[];
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layout (location = 3) in vec3 inLightVec[];
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec3 outViewVec;
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layout (location = 3) out vec3 outLightVec;
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void main(void)
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{
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gl_Position = (gl_TessCoord.x * gl_in[2].gl_Position) +
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(gl_TessCoord.y * gl_in[1].gl_Position) +
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(gl_TessCoord.z * gl_in[0].gl_Position);
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outNormal = gl_TessCoord.x*inNormal[2] + gl_TessCoord.y*inNormal[1] + gl_TessCoord.z*inNormal[0];
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outViewVec = gl_TessCoord.x*inViewVec[2] + gl_TessCoord.y*inViewVec[1] + gl_TessCoord.z*inViewVec[0];
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outLightVec = gl_TessCoord.x*inLightVec[2] + gl_TessCoord.y*inLightVec[1] + gl_TessCoord.z*inLightVec[0];
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outColor = inColor[0];
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} |