glslang/Test/hlsl.hull.6.tesc
2020-05-27 22:12:42 -06:00

49 lines
1.1 KiB
GLSL

// Test tesselation factor output as PCF arg
struct VSOutput
{
float4 f4Position : SV_Position;
float3 f3Color : COLOR;
};
struct HS_CONSTANT_DATA_OUTPUT
{
float Edges[4] : SV_TessFactor;
};
HS_CONSTANT_DATA_OUTPUT ConstantHS(InputPatch<VSOutput, 1> p,
uint BlockID : SV_PrimitiveID,
out float Inside[2] : SV_InsideTessFactor)
{
HS_CONSTANT_DATA_OUTPUT Factors;
Factors.Edges[0] = 2.5;
Factors.Edges[1] = 4.25;
Factors.Edges[2] = 5.75;
Factors.Edges[3] = 7.5;
Inside[0] = 6.75;
Inside[1] = 7.25;
return Factors;
}
struct HSOutput
{
float4 Position : POS;
float3 Color : COL;
};
[domain("quad")]
[partitioning("fractional_even")]
[outputtopology("triangle_ccw")]
[outputcontrolpoints(1)]
[patchconstantfunc("ConstantHS")]
HSOutput main(InputPatch<VSOutput, 1> inputPatch, uint uCPID : SV_OutputControlPointID)
{
HSOutput Out;
Out.Position = inputPatch[uCPID].f4Position;
Out.Color = inputPatch[uCPID].f3Color;
return Out;
}