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Vulkan-Samples/shaders/extended_dynamic_state2/tess.tesc
T
2025-09-04 10:54:47 +08:00

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1.8 KiB
GLSL

/* Copyright (c) 2023, 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 = 1) uniform UBOTessellation
{
float tessellationFactor;
}
ubo_tessellation;
layout(vertices = 3) out;
layout(location = 0) in vec3 inPos[];
layout(location = 1) in vec3 inNormal[];
layout(location = 0) out vec3 outPos[3];
layout(location = 1) out vec3 outNormal[3];
void main()
{
if (gl_InvocationID == 0)
{
if (ubo_tessellation.tessellationFactor > 0.0)
{
gl_TessLevelInner[0] = ubo_tessellation.tessellationFactor;
gl_TessLevelInner[1] = ubo_tessellation.tessellationFactor;
gl_TessLevelOuter[0] = ubo_tessellation.tessellationFactor;
gl_TessLevelOuter[1] = ubo_tessellation.tessellationFactor;
gl_TessLevelOuter[2] = ubo_tessellation.tessellationFactor;
gl_TessLevelOuter[3] = ubo_tessellation.tessellationFactor;
}
else
{
gl_TessLevelInner[0] = 1;
gl_TessLevelInner[1] = 1;
gl_TessLevelOuter[0] = 1;
gl_TessLevelOuter[1] = 1;
gl_TessLevelOuter[2] = 1;
gl_TessLevelOuter[3] = 1;
}
}
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
outNormal[gl_InvocationID] = inNormal[gl_InvocationID];
outPos[gl_InvocationID] = inPos[gl_InvocationID];
}