In connection to my recent post (OpenGL Stability on latest GPUs with El Captain) I would like to ask if somebody has experience with the "GL_ARB_tessellation_shader" extension on the latest imac generaion (evaluation + control)?
I woul like to use something like this (this works on my old mac):
// tc shader
#version 410 core
layout (vertices = 3) out;
in VertexDomain {
vec3 mdPosition;
vec2 vsTexture;
} vd[];
out ControlDomain {
vec3 mdPosition;
vec2 vsTexture;
} cd[];
void main()
{
...
gl_TessLevelOuter[0] = clamp(b * CENTER_DIV,1,MAX_TESS);
gl_TessLevelOuter[1] = clamp(c * CENTER_DIV,1,MAX_TESS);
gl_TessLevelOuter[2] = clamp(a * CENTER_DIV,1,MAX_TESS);
gl_TessLevelInner[0] = clamp(A * BORDER_DIV,1,MAX_TESS);
}
// te shader
#version 410 core
in ControlDomain {
vec3 mdPosition;
vec2 vsTexture;
} cd[];
out vec2 vsTexture;
out vec3 vsPosition;
...
void main()
{
float u = gl_TessCoord.x;
float v = gl_TessCoord.y;
float w = gl_TessCoord.z;
vec2 texPos = u * cd[0].vsTexture + v * cd[1].vsTexture + w * cd[2].vsTexture;
vsTexture = texPos;
vec3 planePos = u * cd[0].mdPosition + v * cd[1].mdPosition + w * cd[2].mdPosition;
vsPosition = (clModel * vec4(planePos, 1.0)).xyz;
gl_Position = clMVP * vec4(planePos, 1);
}