#version 410 core vec3 bezier2(vec3 a, vec3 b, float t) { return mix(a, b, t); } vec3 bezier3(vec3 a, vec3 b, vec3 c, float t) { return mix(bezier2(a, b, t), bezier2(b, c, t), t); } vec3 bezier4(vec3 a, vec3 b, vec3 c, vec3 d, float t) { return mix(bezier3(a, b, c, t), bezier3(b, c, d, t), t); } struct Vertex { vec3 va_position; vec3 va_normal; vec4 v_addedProperty; }; layout(isolines) in; in vec3 cva_position[]; out vec3 derivative; out vec3 position; uniform int resolution; uniform mat4 proj; uniform mat4 view; uniform mat4 model; void main() { float t = gl_TessCoord.x; vec3 ePos = bezier4( cva_position[0], cva_position[1], cva_position[2], cva_position[3], t); // calculate derivative using Hodograph derivative = bezier3(cva_position[1] - cva_position[0], cva_position[2]-cva_position[1], cva_position[3]-cva_position[2], t); // output model space positions position = ePos; float r = resolution + 1.0; //gl_Position = proj * view * model * vec4(ePos, 1); }