29 lines
672 B
GLSL
29 lines
672 B
GLSL
#version 450
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layout (binding = 0) uniform UBO
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{
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float tessLevel;
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} ubo;
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layout (vertices = 3) out;
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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[3];
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layout (location = 1) out vec2 outUV[3];
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void main()
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{
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if (gl_InvocationID == 0)
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{
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gl_TessLevelInner[0] = ubo.tessLevel;
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gl_TessLevelOuter[0] = ubo.tessLevel;
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gl_TessLevelOuter[1] = ubo.tessLevel;
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gl_TessLevelOuter[2] = ubo.tessLevel;
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}
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gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
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outNormal[gl_InvocationID] = inNormal[gl_InvocationID];
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outUV[gl_InvocationID] = inUV[gl_InvocationID];
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}
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