#version 450 | |
layout(cw, triangles, fractional_even_spacing) in; | |
in gl_PerVertex | |
{ | |
vec4 gl_Position; | |
} gl_in[gl_MaxPatchVertices]; | |
out gl_PerVertex | |
{ | |
vec4 gl_Position; | |
}; | |
void main() | |
{ | |
gl_Position = | |
gl_in[0].gl_Position * gl_TessCoord.x + | |
gl_in[1].gl_Position * gl_TessCoord.y + | |
gl_in[2].gl_Position * gl_TessCoord.z; | |
} | |