I'm recently considering adding an Tessellation shaders to my pipeline, but I have some question that I'd like to clear off my mind before moving on.
At the moment my VS calculates the positions of vertices in various spaces (world space, view space, screen space) but also for example coordinates in light space for the shadow calculation. Moreover I also calculate the TBN vectors for normal mapping in the fragment shader. Nothing more.
As after the vertex shader new vertices are created by the tessellation step, should I move all the above to the TES leaving the vertex shader with the only responsabilities of transforming to world space and passing stuff to the TCS?
I believe the answer is yes, but being I a complete newbie in this I'd like to ask first as such change will require a big change in other parts of my applications.
Also, this will obviously decrease the performances as the instructions are executed more often, so what can I still do, safely, in the vertex shader?
Thank you very much
Edited by jjtulip, 19 July 2014 - 03:19 AM.