#version 400 layout(triangles, equal_spacing, cw) in; in vec3 tcPosition[]; in vec4 tcColor[]; in vec3 tcNormal[]; out vec3 tePosition; out vec4 teColor; smooth out vec3 teNormal; smooth out float gmix; //mixture of gravel //out vec3 tePatchDistance; //constant projection matrix uniform mat4 ProjectionMatrix; uniform mat4 ViewMatrix; uniform mat3 NormalMatrix; void main() { //NORMAL vec3 n0 = gl_TessCoord.x * tcNormal[0]; vec3 n1 = gl_TessCoord.y * tcNormal[1]; vec3 n2 = gl_TessCoord.z * tcNormal[2]; vec3 tessNormal = normalize(n0 + n1 + n2); teNormal = NormalMatrix * tessNormal; //POSITION vec3 p0 = gl_TessCoord.x * tcPosition[0]; vec3 p1 = gl_TessCoord.y * tcPosition[1]; vec3 p2 = gl_TessCoord.z * tcPosition[2]; tePosition = p0 + p1 + p2; //sin(a,b) = length(cross(a,b)) float i0 = (1-gl_TessCoord.x)*gl_TessCoord.x * length(cross(tcNormal[0],tessNormal)); float i1 = (1-gl_TessCoord.y)*gl_TessCoord.y * length(cross(tcNormal[1],tessNormal)); float i2 = (1-gl_TessCoord.z)*gl_TessCoord.z * length(cross(tcNormal[2],tessNormal)); float standout = i0+i1+i2; tePosition = tePosition+tessNormal*standout; gl_Position = ProjectionMatrix * ViewMatrix * vec4(tePosition, 1); //COLOR-BLENDING vec4 c0 = sqrt(gl_TessCoord.x) * tcColor[0]; vec4 c1 = sqrt(gl_TessCoord.y) * tcColor[1]; vec4 c2 = sqrt(gl_TessCoord.z) * tcColor[2]; teColor = (c0 + c1 + c2)/(sqrt(gl_TessCoord.x)+sqrt(gl_TessCoord.y)+sqrt(gl_TessCoord.z)); //mix gravel based on incline (sin (normal,up)) gmix = length(cross(tessNormal, vec3(0,1,0))); }