#version 450 // PN patch data struct PnPatch { float b210; float b120; float b021; float b012; float b102; float b201; float b111; float n110; float n011; float n101; }; layout (set = 0, binding = 0) uniform UBO { mat4 projection; mat4 model; mat4 view; } ubo; const float tessAlpha = 1.0; layout(triangles, fractional_odd_spacing, ccw) in; layout(location = 0) in vec3 inNormal[]; layout(location = 3) in vec2 inUV0[]; layout(location = 6) in vec2 inUV1[]; layout(location = 9) patch in vec4 inColor; layout(location = 10) in PnPatch inPnPatch[]; layout (location = 0) out vec3 outWorldPos; layout (location = 1) out vec3 outNormal; layout (location = 2) out vec2 outUV0; layout (location = 3) out vec2 outUV1; layout (location = 4) out vec4 outColor; #define uvw gl_TessCoord void main() { vec3 uvwSquared = uvw * uvw; vec3 uvwCubed = uvwSquared * uvw; // extract control points vec3 b210 = vec3(inPnPatch[0].b210, inPnPatch[1].b210, inPnPatch[2].b210); vec3 b120 = vec3(inPnPatch[0].b120, inPnPatch[1].b120, inPnPatch[2].b120); vec3 b021 = vec3(inPnPatch[0].b021, inPnPatch[1].b021, inPnPatch[2].b021); vec3 b012 = vec3(inPnPatch[0].b012, inPnPatch[1].b012, inPnPatch[2].b012); vec3 b102 = vec3(inPnPatch[0].b102, inPnPatch[1].b102, inPnPatch[2].b102); vec3 b201 = vec3(inPnPatch[0].b201, inPnPatch[1].b201, inPnPatch[2].b201); vec3 b111 = vec3(inPnPatch[0].b111, inPnPatch[1].b111, inPnPatch[2].b111); // extract control normals vec3 n110 = normalize(vec3(inPnPatch[0].n110, inPnPatch[1].n110, inPnPatch[2].n110)); vec3 n011 = normalize(vec3(inPnPatch[0].n011, inPnPatch[1].n011, inPnPatch[2].n011)); vec3 n101 = normalize(vec3(inPnPatch[0].n101, inPnPatch[1].n101, inPnPatch[2].n101)); // compute texcoords outUV0 = gl_TessCoord[2]*inUV0[0] + gl_TessCoord[0]*inUV0[1] + gl_TessCoord[1]*inUV0[2]; outUV1 = gl_TessCoord[2]*inUV1[0] + gl_TessCoord[0]*inUV1[1] + gl_TessCoord[1]*inUV1[2]; // normal // Barycentric normal vec3 barNormal = gl_TessCoord[2]*inNormal[0] + gl_TessCoord[0]*inNormal[1] + gl_TessCoord[1]*inNormal[2]; vec3 pnNormal = inNormal[0]*uvwSquared[2] + inNormal[1]*uvwSquared[0] + inNormal[2]*uvwSquared[1] + n110*uvw[2]*uvw[0] + n011*uvw[0]*uvw[1]+ n101*uvw[2]*uvw[1]; outNormal = tessAlpha * pnNormal + (1.0 - tessAlpha) * barNormal; // compute interpolated pos vec3 barPos = gl_TessCoord[2]*gl_in[0].gl_Position.xyz + gl_TessCoord[0]*gl_in[1].gl_Position.xyz + gl_TessCoord[1]*gl_in[2].gl_Position.xyz; // save some computations uvwSquared *= 3.0; // compute PN position vec3 pnPos = gl_in[0].gl_Position.xyz*uvwCubed[2] + gl_in[1].gl_Position.xyz*uvwCubed[0] + gl_in[2].gl_Position.xyz*uvwCubed[1] + b210*uvwSquared[2]*uvw[0] + b120*uvwSquared[0]*uvw[2] + b201*uvwSquared[2]*uvw[1] + b021*uvwSquared[0]*uvw[1] + b102*uvwSquared[1]*uvw[2] + b012*uvwSquared[1]*uvw[0] + b111*6.0*uvw[0]*uvw[1]*uvw[2]; outColor = inColor; // final position and normal outWorldPos = (1.0 - tessAlpha) * barPos + tessAlpha * pnPos; gl_Position = ubo.projection * ubo.view * vec4 (outWorldPos, 1.0); }