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orx/openrndr-demos/src/demo/resources/shaders/ts-04.tese

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GLSL

#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);
}