#version 310 es #extension GL_EXT_tessellation_shader : require #extension GL_EXT_gpu_shader5 : require layout(triangles, equal_spacing) in; layout(location = 0) in highp vec2 in_te_position[]; layout(location = 0) out mediump vec4 in_f_color; precise gl_Position; void main(void) { highp vec2 pos = gl_TessCoord.x * in_te_position[0] + gl_TessCoord.y * in_te_position[1] + gl_TessCoord.z * in_te_position[2]; highp float f = sqrt(3.0 * min(gl_TessCoord.x, min(gl_TessCoord.y, gl_TessCoord.z))) * 0.5 + 0.5; in_f_color = vec4(gl_TessCoord * f, 1.0); // Offset the position slightly, based on the parity of the bits in the float // representation. // This is done to detect possible small differences in edge vertex positions // between patches. uvec2 bits = floatBitsToUint(pos); uint numBits = 0u; for (uint i = 0u; i < 32u; i++) numBits += ((bits[0] << i) & 1u) + ((bits[1] << i) & 1u); pos += float(numBits & 1u) * 0.04; gl_Position = vec4(pos, 0.0, 1.0); }