| #version 410 | |
| layout(triangles, equal_spacing, cw) in; | |
| vec4 transformPosition(vec4 position); | |
| void main() | |
| { | |
| vec4 p0 = gl_TessCoord.x * gl_in[0].gl_Position; | |
| vec4 p1 = gl_TessCoord.y * gl_in[1].gl_Position; | |
| vec4 p2 = gl_TessCoord.z * gl_in[2].gl_Position; | |
| gl_Position = transformPosition(p0 + p1 + p2); | |
| } |