#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (triangles) in; layout (binding = 1) uniform UBO { mat4 projection; mat4 model; float tessAlpha; } ubo; layout (location = 0) in vec3 inNormal[]; layout (location = 1) in vec2 inUV[]; layout (location = 0) out vec3 outNormal; layout (location = 1) out vec2 outUV; void main(void) { gl_Position = (gl_TessCoord.x * gl_in[0].gl_Position) + (gl_TessCoord.y * gl_in[1].gl_Position) + (gl_TessCoord.z * gl_in[2].gl_Position); gl_Position = ubo.projection * ubo.model * gl_Position; outNormal = gl_TessCoord.x*inNormal[0] + gl_TessCoord.y*inNormal[1] + gl_TessCoord.z*inNormal[2]; outUV = gl_TessCoord.x*inUV[0] + gl_TessCoord.y*inUV[1] + gl_TessCoord.z*inUV[2]; }