#version 440 | |
layout(location = 0) in Primitive | |
{ | |
vec2 texCoord; | |
} IN[]; | |
layout(location = 0) out Primitive | |
{ | |
vec2 texCoord; | |
} OUT; | |
layout(triangles, fractional_odd_spacing) in; | |
layout(cw) in; | |
void main() | |
{ | |
float u = gl_TessCoord.x; | |
float v = gl_TessCoord.y; | |
float w = gl_TessCoord.z; | |
vec2 newUv = vec2( u * IN[0].texCoord + v * IN[1].texCoord + w * IN[2].texCoord); | |
OUT.texCoord = newUv; | |
gl_Position = gl_in[gl_PatchVerticesIn].gl_Position; | |
} | |