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