[D3D12] Fake per-edge tessellation with continuous

This commit is contained in:
Triang3l
2018-12-12 22:08:20 +03:00
parent 19d7e0ce3d
commit 2b646ff425
38 changed files with 3382 additions and 598 deletions

View File

@@ -0,0 +1,5 @@
float4 main(uint xe_vertex_id : SV_VertexID) : SV_Position {
uint2 position = (xe_vertex_id >> uint2(1u, 0u)) & 1u;
position.y ^= position.x;
return float4(float2(position), 0.0, 1.0);
}