[require] shader model >= 5.0 [vertex shader] struct data { float4 position : SV_Position; float r : RED; float g : GREEN; float b : BLUE; }; void main(uint id : SV_VertexID, out data output) { float2 coords = float2((id << 1) & 2, id & 2); output.position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1); output.r = 0.0; output.g = 1.0; output.b = 0.0; } [hull shader todo] struct data { float4 position : SV_Position; float r : RED; float g : GREEN; float b : BLUE; }; struct patch_constant_data { float edges[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; void patch_constant(InputPatch input, out patch_constant_data output) { output.edges[0] = output.edges[1] = output.edges[2] = 1.0f; output.inside = 1.0f; } [domain("tri")] [outputcontrolpoints(3)] [partitioning("integer")] [outputtopology("triangle_cw")] [patchconstantfunc("patch_constant")] data main(InputPatch input, uint i : SV_OutputControlPointID) { return input[i]; } [domain shader todo] struct data { float4 position : SV_Position; float r : RED; float g : GREEN; float b : BLUE; }; struct patch_constant_data { float edges[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; [domain("tri")] void main(patch_constant_data input, float3 tess_coord : SV_DomainLocation, const OutputPatch patch, out data output) { output.position = tess_coord.x * patch[0].position + tess_coord.y * patch[1].position + tess_coord.z * patch[2].position; output.r = tess_coord.x * patch[0].r + tess_coord.y * patch[1].r + tess_coord.z * patch[2].r; output.g = tess_coord.x * patch[0].g + tess_coord.y * patch[1].g + tess_coord.z * patch[2].g; output.b = tess_coord.x * patch[0].b + tess_coord.y * patch[1].b + tess_coord.z * patch[2].b; } [pixel shader] struct data { float4 position : SV_Position; float r : RED; float g : GREEN; float b : BLUE; }; float4 main(data input) : sv_target { return float4(input.r, input.g, input.b, 1.0); } [test] todo(sm<6) draw 3 control point patch list 3 probe all rgba (0.0, 1.0, 0.0, 1.0)