gedeng/Shader/terrain.tcs

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#version 430
layout(vertices = 3) out;
uniform int tessellation_factor;
in PipelineData {
vec4 position;
vec2 texture_coordinate;
} tc_in[];
out PipelineData {
vec4 position;
vec2 texture_coordinate;
} tc_out[];
void main() {
tc_out[gl_InvocationID].texture_coordinate = tc_in[gl_InvocationID].texture_coordinate;
tc_out[gl_InvocationID].position = tc_in[gl_InvocationID].position;
gl_TessLevelInner[0] = tessellation_factor;
gl_TessLevelOuter[0] = tessellation_factor;
gl_TessLevelOuter[1] = tessellation_factor;
gl_TessLevelOuter[2] = tessellation_factor;
}