#version 400 core uniform mat4 g_mWorldViewProjection; // GLSL tessellation evaluation shader (domain shader in HLSL). layout(triangles, equal_spacing, cw) in; void main() { // Baricentric interpolation vec3 finalPos = vec3(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 = g_mWorldViewProjection * vec4(finalPos, 1.0); }