1#version 440 2 3layout(location = 0) in Primitive 4{ 5 vec2 texCoord; 6} IN[]; 7 8layout(location = 0) out Primitive 9{ 10 vec2 texCoord; 11} OUT; 12 13layout(triangles, fractional_odd_spacing) in; 14layout(cw) in; 15void main() 16{ 17 float u = gl_TessCoord.x; 18 float v = gl_TessCoord.y; 19 float w = gl_TessCoord.z; 20 21 vec2 newUv = vec2( u * IN[0].texCoord + v * IN[1].texCoord + w * IN[2].texCoord); 22 OUT.texCoord = newUv; 23 gl_Position = gl_in[gl_PatchVerticesIn].gl_Position; 24} 25 26 27