/* Copyright (c) 2023-2024, Mobica Limited * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #version 450 layout(binding = 0) uniform UBO { mat4 projection; mat4 view; } ubo; layout(location = 0) in vec3 inColor[gl_MaxPatchVertices]; layout(location = 0) out vec4 color; layout(triangles, equal_spacing, cw) in; vec4 interpolate3D(vec4 v0, vec4 v1, vec4 v2) { return vec4(gl_TessCoord.x) * v0 + vec4(gl_TessCoord.y) * v1 + vec4(gl_TessCoord.z) * v2; } void main() { vec4 pos = interpolate3D(gl_in[0].gl_Position, gl_in[1].gl_Position, gl_in[2].gl_Position); gl_Position = ubo.projection * ubo.view * pos; color = vec4(inColor[0], 1.0f); }