3 layout(location = 0) in Primitive
\r
8 layout(location = 0) out Primitive
\r
13 layout(triangles, fractional_odd_spacing) in;
\r
17 float u = gl_TessCoord.x;
\r
18 float v = gl_TessCoord.y;
\r
19 float w = gl_TessCoord.z;
\r
21 vec2 newUv = vec2( u * IN[0].texCoord + v * IN[1].texCoord + w * IN[2].texCoord);
\r
22 OUT.texCoord = newUv;
\r
23 gl_Position = gl_in[gl_PatchVerticesIn].gl_Position;
\r