Does anyone know who to interpolate UVs in a quad tessellation evaluation shader? I can interpolate the position easily like so :
vec4 p1 = mix(gl_in[0].gl_Position,
gl_in[1].gl_Position,
gl_TessCoord.x);
vec4 p2 = mix(gl_in[2].gl_Position,
gl_in[3].gl_Position,
gl_TessCoord.x);
gl_Position = mix(p2, p1, gl_TessCoord.y);
But I can't figure out how to interpolate the incoming UV coordinates. I need to do so to pass them on to the fragment shader.
With perfect quad UVs from 0 to 1, I can use gl_TessCoord.xy
. Unfortunately that doesn't work when the UVs aren't mapped 1:1 to a texture.
Thanks