27 lines
No EOL
733 B
GLSL
27 lines
No EOL
733 B
GLSL
#version 450
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layout (triangles) in;
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layout (binding = 1) uniform UBO
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{
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mat4 projection;
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mat4 model;
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float tessAlpha;
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} ubo;
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layout (location = 0) in vec3 inNormal[];
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layout (location = 1) in vec2 inUV[];
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec2 outUV;
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void main(void)
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{
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gl_Position = (gl_TessCoord.x * gl_in[0].gl_Position) +
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(gl_TessCoord.y * gl_in[1].gl_Position) +
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(gl_TessCoord.z * gl_in[2].gl_Position);
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gl_Position = ubo.projection * ubo.model * gl_Position;
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outNormal = gl_TessCoord.x*inNormal[0] + gl_TessCoord.y*inNormal[1] + gl_TessCoord.z*inNormal[2];
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outUV = gl_TessCoord.x*inUV[0] + gl_TessCoord.y*inUV[1] + gl_TessCoord.z*inUV[2];
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} |