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49 lines
1.0 KiB
GLSL
49 lines
1.0 KiB
GLSL
struct HullInputType
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{
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float4 position : SV_Position;
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};
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struct ConstantOutputType
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{
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float edges[3] : SV_TessFactor;
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float inside : SV_InsideTessFactor;
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};
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struct EmptyStruct {};
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struct HullOutputType {};
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void blob(InputPatch<HullInputType, 3> patch)
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{
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}
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ConstantOutputType ColorPatchConstantFunction(InputPatch<HullInputType, 3> inputPatch, uint patchId : SV_PrimitiveID)
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{
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ConstantOutputType output;
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// Set the tessellation factors for the three edges of the triangle.
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output.edges[0] = 2;
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output.edges[1] = 2;
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output.edges[2] = 2;
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// Set the tessellation factor for tessallating inside the triangle.
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output.inside = 2;
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return output;
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}
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// Hull Shader
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[domain("tri")]
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[partitioning("integer")]
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[outputtopology("triangle_cw")]
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[outputcontrolpoints(3)]
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[patchconstantfunc("ColorPatchConstantFunction")]
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HullOutputType main(EmptyStruct stage_input, InputPatch<HullInputType, 3> patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID)
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{
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HullOutputType output;
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blob(patch);
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return output;
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}
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