| # Copyright 2019 The Amber Authors. |
| # |
| # Licensed under the Apache License, Version 2.0 (the "License"); |
| # you may not use this file except in compliance with the License. |
| # You may obtain a copy of the License at |
| # |
| # https://www.apache.org/licenses/LICENSE-2.0 |
| # |
| # Unless required by applicable law or agreed to in writing, software |
| # distributed under the License is distributed on an "AS IS" BASIS, |
| # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| # See the License for the specific language governing permissions and |
| # limitations under the License. |
| |
| [require] |
| tessellationShader |
| |
| [vertex shader] |
| #version 450 |
| |
| layout(location = 0) in vec4 position; |
| layout(location = 1) in vec4 vert_color; |
| layout(location = 0) out vec4 tsc_color; |
| |
| void main() { |
| gl_Position = position; |
| tsc_color = vert_color; |
| } |
| |
| [tessellation control shader] |
| #version 450 |
| #extension GL_ARB_separate_shader_objects : enable |
| |
| layout(vertices = 3) out; |
| |
| layout(location = 0) in vec4 tsc_color[]; |
| layout(location = 0) out vec4 tse_color[]; |
| |
| #define ID gl_InvocationID |
| |
| void main() |
| { |
| gl_out[ID].gl_Position = gl_in[ID].gl_Position; |
| tse_color[ID] = tsc_color[ID]; |
| if (ID == 0) { |
| gl_TessLevelInner[0] = 5; |
| gl_TessLevelOuter[0] = 4; |
| gl_TessLevelOuter[1] = 5; |
| gl_TessLevelOuter[2] = 6; |
| } |
| } |
| |
| [tessellation evaluation shader] |
| #version 450 |
| #extension GL_ARB_separate_shader_objects : enable |
| |
| layout(triangles, equal_spacing, cw) in; |
| |
| layout(location = 0) in vec4 tse_color[]; |
| layout(location = 0) out vec4 frag_color; |
| |
| void main() |
| { |
| vec4 p0 = gl_TessCoord.x * gl_in[0].gl_Position; |
| vec4 p1 = gl_TessCoord.y * gl_in[1].gl_Position; |
| vec4 p2 = gl_TessCoord.z * gl_in[2].gl_Position; |
| gl_Position = p0 + p1 + p2; |
| |
| vec4 q0 = gl_TessCoord.x * tse_color[0]; |
| vec4 q1 = gl_TessCoord.y * tse_color[1]; |
| vec4 q2 = gl_TessCoord.z * tse_color[2]; |
| frag_color = q0 + q1 + q2; |
| } |
| |
| [fragment shader] |
| #version 450 |
| |
| layout(location = 0) in vec4 frag_color; |
| layout(location = 0) out vec4 final_color; |
| |
| void main() { |
| final_color = frag_color; |
| } |
| |
| [vertex data] |
| # position vert_color |
| 0/R8G8_SNORM 1/R8G8B8_UNORM |
| |
| # Red for entire frame |
| # R8 G8 R8 G8 B8 |
| -128 -128 255 0 0 |
| 127 127 255 0 0 |
| -128 127 255 0 0 |
| |
| -128 -128 255 0 0 |
| 127 127 255 0 0 |
| 127 -128 255 0 0 |
| |
| # Green for half frame |
| # R8 G8 R8 G8 B8 |
| 0 -128 0 255 0 |
| 127 127 0 255 0 |
| 0 127 0 255 0 |
| |
| 0 -128 0 255 0 |
| 127 127 0 255 0 |
| 127 -128 0 255 0 |
| |
| # Blue for quarter frame |
| # R8 G8 R8 G8 B8 |
| -128 0 0 0 255 |
| 0 127 0 0 255 |
| -128 127 0 0 255 |
| |
| -128 0 0 0 255 |
| 0 127 0 0 255 |
| 0 0 0 0 255 |
| |
| # Mixed color for quarter frame |
| # R8 G8 R8 G8 B8 |
| 0 0 127 127 127 |
| 127 127 127 127 127 |
| 0 127 127 127 127 |
| |
| 0 0 127 127 127 |
| 127 127 127 127 127 |
| 127 0 127 127 127 |
| |
| [test] |
| clear |
| |
| draw arrays PATCH_LIST 0 6 |
| relative probe rect rgb (0.0, 0.0, 1.0, 1.0) (1.0, 0, 0) |
| |
| draw arrays PATCH_LIST 6 6 |
| relative probe rect rgb (0.0, 0.0, 0.5, 1.0) (1.0, 0, 0) |
| relative probe rect rgb (0.5, 0.0, 0.5, 1.0) (0, 1.0, 0) |
| |
| draw arrays PATCH_LIST 12 6 |
| relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0, 0) |
| relative probe rect rgb (0.5, 0.0, 0.5, 1.0) (0, 1.0, 0) |
| relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0, 0, 1.0) |
| |
| draw arrays PATCH_LIST 18 6 |
| relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0, 0) |
| relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0, 1.0, 0) |
| relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0, 0, 1.0) |
| relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (0.5, 0.5, 0.5) |