#version 460 core layout(isolines, equal_spacing, cw) in; flat in ivec3 c_apos[]; flat in ivec3 c_bpos[]; flat in ivec3 c_cpos[]; flat in float c_reps[]; flat in float c_aangle[]; flat in float c_bangle[]; flat in float c_radius[]; flat out ivec3 pos; flat out mat2 rot; flat out float tpos; mat2 getRot(float angle) { return mat2(cos(angle), sin(angle), -sin(angle), cos(angle)); } void main() { float angle = mix(c_bangle[0], c_aangle[0], gl_TessCoord.x); int height = int(mix(c_bpos[0].z, c_apos[0].z, gl_TessCoord.x)) - c_cpos[0].z; rot = getRot(angle); tpos = c_reps[0] * gl_TessCoord.x; pos = c_cpos[0] + ivec3(rot * vec2(c_radius[0], 0), height); }