SPIRV-Cross/shaders-msl/tese/quad.tese
Chip Davis e75add42c9 MSL: Add support for tessellation evaluation shaders.
These are mapped to Metal's post-tessellation vertex functions. The
semantic difference is much less here, so this change should be simpler
than the previous one. There are still some hairy parts, though.

In MSL, the array of control point data is represented by a special
type, `patch_control_point<T>`, where `T` is a valid stage-input type.
This object must be embedded inside the patch-level stage input. For
this reason, I've added a new type to the type system to represent this.

On Mac, the number of input control points to the function must be
specified in the `patch()` attribute. This is optional on iOS.
SPIRV-Cross takes this from the `OutputVertices` execution mode; the
intent is that if it's not set in the shader itself, MoltenVK will set
it from the tessellation control shader. If you're translating these
offline, you'll have to update the control point count manually, since
this number must match the number that is passed to the
`drawPatches:...` family of methods.

Fixes #120.
2019-02-14 10:00:08 -06:00

13 lines
463 B
GLSL

#version 310 es
#extension GL_EXT_tessellation_shader : require
layout(cw, quads, fractional_even_spacing) in;
void main()
{
gl_Position = vec4(gl_TessCoord.x * gl_TessLevelInner[0] * gl_TessLevelOuter[0] + (1.0 - gl_TessCoord.x) * gl_TessLevelInner[0] * gl_TessLevelOuter[2],
gl_TessCoord.y * gl_TessLevelInner[1] * gl_TessLevelOuter[1] + (1.0 - gl_TessCoord.y) * gl_TessLevelInner[1] * gl_TessLevelOuter[3],
0, 1);
}