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Renamed the shaders

michael %!s(int64=10) %!d(string=hai) anos
pai
achega
a793c818d6

+ 15 - 11
jme3-testdata/src/main/resources/Materials/Tess/SimpleTess.tsctrl

@@ -1,13 +1,17 @@
-layout (quads,equal_spacing,cw) in;
-
-uniform mat4 g_WorldViewProjectionMatrix;
-
+layout(vertices=4) out;
+out gl_PerVertex{
+  vec4 gl_Position;
+}gl_out[];
+uniform int m_TessellationFactor;
 void main(){
-        vec3 p0 = mix(gl_in[0].gl_Position.xyz, gl_in[3].gl_Position.xyz, gl_TessCoord.x);
-        // interpolate in horizontal direction between vert. 1 and 2
-        vec3 p1 = mix(gl_in[1].gl_Position.xyz, gl_in[2].gl_Position.xyz, gl_TessCoord.x);
-        // interpolate in vert direction
-        vec3 tePosition = mix(p0, p1, gl_TessCoord.y);
-        gl_Position = g_WorldViewProjectionMatrix * vec4(tePosition, 1);
-}
+    if (gl_InvocationID == 0){
+        gl_TessLevelOuter[0]=m_TessellationFactor;
+        gl_TessLevelOuter[1]=m_TessellationFactor;
+        gl_TessLevelOuter[2]=m_TessellationFactor;
+        gl_TessLevelOuter[3]=m_TessellationFactor;
 
+        gl_TessLevelInner[0]=m_TessellationFactor;
+        gl_TessLevelInner[1]=m_TessellationFactor;
+    }
+    gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
+}

+ 11 - 15
jme3-testdata/src/main/resources/Materials/Tess/SimpleTess.tseval

@@ -1,17 +1,13 @@
-layout(vertices=4) out;
-out gl_PerVertex{
-  vec4 gl_Position;
-}gl_out[];
-uniform int m_TessellationFactor;
+layout (quads,equal_spacing,cw) in;
+
+uniform mat4 g_WorldViewProjectionMatrix;
+
 void main(){
-    if (gl_InvocationID == 0){
-        gl_TessLevelOuter[0]=m_TessellationFactor;
-        gl_TessLevelOuter[1]=m_TessellationFactor;
-        gl_TessLevelOuter[2]=m_TessellationFactor;
-        gl_TessLevelOuter[3]=m_TessellationFactor;
+        vec3 p0 = mix(gl_in[0].gl_Position.xyz, gl_in[3].gl_Position.xyz, gl_TessCoord.x);
+        // interpolate in horizontal direction between vert. 1 and 2
+        vec3 p1 = mix(gl_in[1].gl_Position.xyz, gl_in[2].gl_Position.xyz, gl_TessCoord.x);
+        // interpolate in vert direction
+        vec3 tePosition = mix(p0, p1, gl_TessCoord.y);
+        gl_Position = g_WorldViewProjectionMatrix * vec4(tePosition, 1);
+}
 
-        gl_TessLevelInner[0]=m_TessellationFactor;
-        gl_TessLevelInner[1]=m_TessellationFactor;
-    }
-    gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
-}