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Vulkan Cookbook

You're reading from   Vulkan Cookbook Work through recipes to unlock the full potential of the next generation graphics API—Vulkan

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Product type Paperback
Published in Apr 2017
Publisher Packt
ISBN-13 9781786468154
Length 700 pages
Edition 1st Edition
Languages
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Author (1):
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Pawel Lapinski Pawel Lapinski
Author Profile Icon Pawel Lapinski
Pawel Lapinski
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Toc

Table of Contents (13) Chapters Close

Preface 1. Instance and Devices FREE CHAPTER 2. Image Presentation 3. Command Buffers and Synchronization 4. Resources and Memory 5. Descriptor Sets 6. Render Passes and Framebuffers 7. Shaders 8. Graphics and Compute Pipelines 9. Command Recording and Drawing 10. Helper Recipes 11. Lighting 12. Advanced Rendering Techniques

Writing tessellation evaluation shaders

Tessellation evaluation is the second programmable stage in the tessellation process. It is executed when the geometry is already tessellated (subdivided) and is used to gather results of the tessellation to form the new vertices and further modify them. When the tessellation is enabled, we need to write tessellation evaluation shaders to acquire the locations of generated vertices and provide them to the consecutive pipeline stages.

How to do it...

  1. Create a text file. Select a name for the file and use a tese extension for it (for example, shader.tese).
  2. Insert #version 450 in the first line of the file.
  3. Using the in layout qualifier, define the type of formed primitives (isolines, triangles, or quads), the spacing between...
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