gedeng/Shader/terrain.tes

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#version 430
layout(triangles) in;
in PipelineData {
vec4 position;
vec2 texture_coordinate;
} te_in[];
out PipelineData {
vec4 position;
vec2 texture_coordinate;
} te_out;
void main() {
te_out.texture_coordinate = gl_TessCoord.x * te_in[0].texture_coordinate;
te_out.texture_coordinate += gl_TessCoord.y * te_in[1].texture_coordinate;
te_out.texture_coordinate += gl_TessCoord.z * te_in[2].texture_coordinate;
te_out.position = gl_TessCoord.x * te_in[0].position;
te_out.position += gl_TessCoord.y * te_in[1].position;
te_out.position += gl_TessCoord.z * te_in[2].position;
gl_Position = te_out.position;
}