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- layout(triangles, equal_spacing, cw) in;
- in vec3 tcPosition[];
- out vec3 tePosition;
- out vec3 tePatchDistance;
- uniform mat4 Projection;
- uniform mat4 Modelview;
- void main()
- {
- vec3 p0 = gl_TessCoord.x * tcPosition[0];
- vec3 p1 = gl_TessCoord.y * tcPosition[1];
- vec3 p2 = gl_TessCoord.z * tcPosition[2];
- tePatchDistance = gl_TessCoord;
- tePosition = normalize(p0 + p1 + p2);
- gl_Position = Projection * Modelview * vec4(tePosition, 1);
- }
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