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28 lines
935 B
GLSL
28 lines
935 B
GLSL
#version 440
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layout(triangles, fractional_odd_spacing, ccw) in;
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layout(location = 0) in vec3 inColor[];
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layout(location = 0) out vec3 outColor;
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// these serve no purpose, just exist to test per-patch outputs
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layout(location = 1) patch in vec3 stuff;
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layout(location = 2) patch in float more_stuff;
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layout(std140, binding = 0) uniform buf {
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mat4 mvp;
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float time;
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float amplitude;
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};
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void main()
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{
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vec4 pos = (gl_TessCoord.x * gl_in[0].gl_Position) + (gl_TessCoord.y * gl_in[1].gl_Position) + (gl_TessCoord.z * gl_in[2].gl_Position);
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gl_Position = mvp * pos;
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gl_Position.x += sin(time + pos.y) * amplitude;
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outColor = gl_TessCoord.x * inColor[0] + gl_TessCoord.y * inColor[1] + gl_TessCoord.z * inColor[2]
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// these are all 1.0, just here to exercise the shader generation and the runtime pipeline setup
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* stuff.x * more_stuff * (gl_TessLevelOuter[0] / 4.0) * (gl_TessLevelInner[0] / 4.0);
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}
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