Passing data through tessellation shaders to the fragment shader

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半阙折子戏
半阙折子戏 2021-02-08 17:14

I\'m a bit confused about how the shader pipeline works with regards to passing data through each stage.

What I\'m trying to do is pass color data that is loaded in the

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  • 2021-02-08 18:03

    This is not surprising, TCS inputs/outputs must be in the form:

    in  vec4 vs_color  [];
    out vec4 tcs_color [];
    

    or in input/output blocks that also take the form of unbounded arrays:

    in CustomVertex {
      vec4 color;
    } custom_vs [];
    
    out CustomVertex {
      vec4 color;
    } custom_tcs [];
    

    For a little bit of context, this is what a TCS / geometry shader sees as the output from vertex shaders:

    in gl_PerVertex
    {
      vec4  gl_Position;
      float gl_PointSize;
      float gl_ClipDistance [];
    } gl_in [];
    

    To keep things as simple as possible, I will avoid using interface blocks.

    Instead, I will introduce the concept of per-patch inputs and outputs, because they will further simplify your shaders considering the color is constant across the entire tessellated surface...

    Modified Tessellation Control Shader:

          in  vec4 vs_color [];
    patch out vec4 patch_color;
    
    ...
    
      patch_color = vs_color [gl_InvocationID];
    

    Modified Tessellation Evaluation Shader:

    patch in  vec4 patch_color;
          out vec4 tes_color;
    
    ...
    
      tes_color = patch_color;
    

    With these changes, you should have a working pass-through and a slightly better understanding of how the TCS and TES stages work.

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