1#version 400 core
2
3uniform mat4 g_mWorldViewProjection;
4
5// GLSL tessellation evaluation shader (domain shader in HLSL).
6layout(triangles, equal_spacing, cw) in;
7void main()
8{
9    // Baricentric interpolation
10    vec3 finalPos = vec3(gl_TessCoord.x * gl_in[0].gl_Position +
11                         gl_TessCoord.y * gl_in[1].gl_Position +
12                         gl_TessCoord.z * gl_in[2].gl_Position);
13    gl_Position = g_mWorldViewProjection * vec4(finalPos, 1.0);
14}
15