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