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

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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 = 0) uniform UBO
{
mat4 projection;
mat4 view;
}
ubo;
layout(push_constant) uniform Push_Constants
{
mat4 model;
vec4 color;
}
push_constants;
layout(triangles, equal_spacing, cw) in;
layout(location = 0) in vec3 inPos[];
layout(location = 1) in vec3 inNormal[];
vec2 interpolate3D(vec2 v0, vec2 v1, vec2 v2)
{
return vec2(gl_TessCoord.x) * v0 + vec2(gl_TessCoord.y) * v1 + vec2(gl_TessCoord.z) * v2;
}
vec3 interpolate3D(vec3 v0, vec3 v1, vec3 v2)
{
return vec3(gl_TessCoord.x) * v0 + vec3(gl_TessCoord.y) * v1 + vec3(gl_TessCoord.z) * v2;
}
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 * push_constants.model * pos;
}