53 lines
1.7 KiB
GLSL
53 lines
1.7 KiB
GLSL
#version 330
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#extension GL_ARB_tessellation_shader : require
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layout(triangles, equal_spacing, cw) in;
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in vec3 tcPosition[];
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in vec4 tcColor[];
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in vec3 tcNormal[];
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out vec4 teColor;
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smooth out vec3 tePosition;
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smooth out vec3 teNormal;
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out float fogDist;
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smooth out float gmix; //mixture of gravel
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//out vec3 tePatchDistance;
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//constant projection matrix
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uniform mat4 ProjectionMatrix;
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uniform mat4 ViewMatrix;
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uniform mat3 NormalMatrix;
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void main()
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{
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//NORMAL
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vec3 n0 = gl_TessCoord.x * tcNormal[0];
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vec3 n1 = gl_TessCoord.y * tcNormal[1];
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vec3 n2 = gl_TessCoord.z * tcNormal[2];
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vec3 tessNormal = normalize(n0 + n1 + n2);
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teNormal = NormalMatrix * tessNormal;
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//POSITION
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vec3 p0 = gl_TessCoord.x * tcPosition[0];
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vec3 p1 = gl_TessCoord.y * tcPosition[1];
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vec3 p2 = gl_TessCoord.z * tcPosition[2];
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tePosition = p0 + p1 + p2;
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//sin(a,b) = length(cross(a,b))
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float i0 = (1-gl_TessCoord.x)*gl_TessCoord.x * length(cross(tcNormal[0],tessNormal));
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float i1 = (1-gl_TessCoord.y)*gl_TessCoord.y * length(cross(tcNormal[1],tessNormal));
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float i2 = (1-gl_TessCoord.z)*gl_TessCoord.z * length(cross(tcNormal[2],tessNormal));
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float standout = i0+i1+i2;
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tePosition = tePosition+tessNormal*standout;
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gl_Position = ProjectionMatrix * ViewMatrix * vec4(tePosition, 1);
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fogDist = gl_Position.z;
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//COLOR-BLENDING
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vec4 c0 = sqrt(gl_TessCoord.x) * tcColor[0];
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vec4 c1 = sqrt(gl_TessCoord.y) * tcColor[1];
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vec4 c2 = sqrt(gl_TessCoord.z) * tcColor[2];
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teColor = (c0 + c1 + c2)/(sqrt(gl_TessCoord.x)+sqrt(gl_TessCoord.y)+sqrt(gl_TessCoord.z));
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//mix gravel based on incline (sin (normal,up))
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gmix = length(cross(tessNormal, vec3(0,1,0)));
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} |