Renamed the shaders

experimental
michael 10 years ago
parent b727d5998e
commit a793c818d6
  1. 26
      jme3-testdata/src/main/resources/Materials/Tess/SimpleTess.tsctrl
  2. 26
      jme3-testdata/src/main/resources/Materials/Tess/SimpleTess.tseval

@ -1,13 +1,17 @@
layout (quads,equal_spacing,cw) in;
uniform mat4 g_WorldViewProjectionMatrix;
layout(vertices=4) out;
out gl_PerVertex{
vec4 gl_Position;
}gl_out[];
uniform int m_TessellationFactor;
void main(){
vec3 p0 = mix(gl_in[0].gl_Position.xyz, gl_in[3].gl_Position.xyz, gl_TessCoord.x);
// interpolate in horizontal direction between vert. 1 and 2
vec3 p1 = mix(gl_in[1].gl_Position.xyz, gl_in[2].gl_Position.xyz, gl_TessCoord.x);
// interpolate in vert direction
vec3 tePosition = mix(p0, p1, gl_TessCoord.y);
gl_Position = g_WorldViewProjectionMatrix * vec4(tePosition, 1);
}
if (gl_InvocationID == 0){
gl_TessLevelOuter[0]=m_TessellationFactor;
gl_TessLevelOuter[1]=m_TessellationFactor;
gl_TessLevelOuter[2]=m_TessellationFactor;
gl_TessLevelOuter[3]=m_TessellationFactor;
gl_TessLevelInner[0]=m_TessellationFactor;
gl_TessLevelInner[1]=m_TessellationFactor;
}
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
}

@ -1,17 +1,13 @@
layout(vertices=4) out;
out gl_PerVertex{
vec4 gl_Position;
}gl_out[];
uniform int m_TessellationFactor;
layout (quads,equal_spacing,cw) in;
uniform mat4 g_WorldViewProjectionMatrix;
void main(){
if (gl_InvocationID == 0){
gl_TessLevelOuter[0]=m_TessellationFactor;
gl_TessLevelOuter[1]=m_TessellationFactor;
gl_TessLevelOuter[2]=m_TessellationFactor;
gl_TessLevelOuter[3]=m_TessellationFactor;
vec3 p0 = mix(gl_in[0].gl_Position.xyz, gl_in[3].gl_Position.xyz, gl_TessCoord.x);
// interpolate in horizontal direction between vert. 1 and 2
vec3 p1 = mix(gl_in[1].gl_Position.xyz, gl_in[2].gl_Position.xyz, gl_TessCoord.x);
// interpolate in vert direction
vec3 tePosition = mix(p0, p1, gl_TessCoord.y);
gl_Position = g_WorldViewProjectionMatrix * vec4(tePosition, 1);
}
gl_TessLevelInner[0]=m_TessellationFactor;
gl_TessLevelInner[1]=m_TessellationFactor;
}
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
}
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