#version 400 core #extension GL_ARB_tessellation_shader: enable // Tessellation Evaluation Shader (Domain Shader in HLSL) uniform mat4 g_mViewProjection; layout(quads, equal_spacing, cw) in; void main() { // Baricentric interpolation vec3 finalPos = (gl_TessCoord.x * gl_in[0].gl_Position) + (gl_TessCoord.y * gl_in[1].gl_Position) + (gl_TessCoord.z * gl_in[2].gl_Position); gl_Position = vec4(finalPos, 1.0) * g_mViewProjection; }