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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 control shaders

Tessellation is a process that divides geometry into much smaller parts. In graphics programming, it allows us to improve the number of details of rendered objects or to dynamically change their parameters, such as smoothness or shape, in much more flexible way.

Tessellation in Vulkan is optional. If enabled, it is performed after the vertex shader. It has three steps, of which two are programmable. The first programmable tessellation stage is used to set up parameters that control how the tessellation is performed. We do this by writing tessellation control shaders that specify values of tessellation factors.

How to do it...

  1. Create a text file. Select a name for the file, but use a tesc extension for it (for example, shader...
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