OpenGL Tessellation makes point

Posted by urza57 on Game Development See other posts from Game Development or by urza57
Published on 2012-06-19T08:19:23Z Indexed on 2012/06/19 9:24 UTC
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A little problem with my tessellation shader. I try to implement a simple tessellation shader but it only makes points.

Here's my vertex shader :

out vec4 ecPosition;
out vec3 ecNormal;    
void main( void )
{
    vec4 position = gl_Vertex;

    gl_Position = gl_ModelViewProjectionMatrix * position;
    ecPosition  = gl_ModelViewMatrix * position;
    ecNormal    = normalize(gl_NormalMatrix * gl_Normal);
}

My tessellation control shader :

layout(vertices = 3) out;
out vec4 ecPosition3[];
in vec3 ecNormal[];
in vec4 ecPosition[];
out vec3 myNormal[];
void main()
{
    gl_out[gl_InvocationID].gl_Position =  gl_in[gl_InvocationID].gl_Position;
    myNormal[gl_InvocationID] = ecNormal[gl_InvocationID];
    ecPosition3[gl_InvocationID] = ecPosition[gl_InvocationID];
    gl_TessLevelOuter[0] = float(4.0);
    gl_TessLevelOuter[1] = float(4.0);
    gl_TessLevelOuter[2] = float(4.0);
    gl_TessLevelInner[0] = float(4.0);
}

And my Tessellation Evaluation shader:

layout(triangles, equal_spacing, ccw) in;
in vec3 myNormal[];
in vec4 ecPosition3[];
out vec3 ecNormal;
out vec4 ecPosition;

void main()
{
    float u = gl_TessCoord.x;                               
    float v = gl_TessCoord.y;                               
    float w = gl_TessCoord.z;                               
    vec3 position = vec4(gl_in[0].gl_Position.xyz * u +     
                 gl_in[1].gl_Position.xyz * v +     
                 gl_in[2].gl_Position.xyz * w );    
    vec3 position2 = vec4(ecPosition3[0].xyz * u +          
                  ecPosition3[1].xyz * v +          
                  ecPosition3[2].xyz * w );         
    vec3 normal = myNormal[0] * u +                         
              myNormal[1] * v +                         
              myNormal[2] * w );                        
    ecNormal = normal;                          
    gl_Position = vec4(position, 1.0);                      
    ecPosition = vec4(position2, 1.0);                      
}

Thank you !

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