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37 lines
1.0 KiB
Plaintext
37 lines
1.0 KiB
Plaintext
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#version 310 es
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#extension GL_EXT_tessellation_shader : require
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#extension GL_EXT_gpu_shader5 : require
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layout(triangles, equal_spacing) in;
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layout(location = 0) in highp vec2 in_te_position[];
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layout(location = 0) out mediump vec4 in_f_color;
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precise gl_Position;
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void main(void) {
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highp vec2 pos = gl_TessCoord.x * in_te_position[0] +
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gl_TessCoord.y * in_te_position[1] +
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gl_TessCoord.z * in_te_position[2];
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highp float f =
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sqrt(3.0 * min(gl_TessCoord.x, min(gl_TessCoord.y, gl_TessCoord.z))) *
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0.5 +
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0.5;
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in_f_color = vec4(gl_TessCoord * f, 1.0);
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// Offset the position slightly, based on the parity of the bits in the float
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// representation.
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// This is done to detect possible small differences in edge vertex positions
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// between patches.
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uvec2 bits = floatBitsToUint(pos);
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uint numBits = 0u;
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for (uint i = 0u; i < 32u; i++)
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numBits +=
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((bits[0] << i) & 1u) + ((bits[1] << i) & 1u);
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pos += float(numBits & 1u) * 0.04;
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gl_Position = vec4(pos, 0.0, 1.0);
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}
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