procedural-3d-engine/data/shaders/tessellation/passthrough.tese

27 lines
No EOL
733 B
GLSL

#version 450
layout (triangles) in;
layout (binding = 1) uniform UBO
{
mat4 projection;
mat4 model;
float tessAlpha;
} ubo;
layout (location = 0) in vec3 inNormal[];
layout (location = 1) in vec2 inUV[];
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec2 outUV;
void main(void)
{
gl_Position = (gl_TessCoord.x * gl_in[0].gl_Position) +
(gl_TessCoord.y * gl_in[1].gl_Position) +
(gl_TessCoord.z * gl_in[2].gl_Position);
gl_Position = ubo.projection * ubo.model * gl_Position;
outNormal = gl_TessCoord.x*inNormal[0] + gl_TessCoord.y*inNormal[1] + gl_TessCoord.z*inNormal[2];
outUV = gl_TessCoord.x*inUV[0] + gl_TessCoord.y*inUV[1] + gl_TessCoord.z*inUV[2];
}