title: How to implement Catmull Clark Subdivision algorithm in OpenGL ES Shader
body: <p>I've implemented simple Catmull Clark subdivision algorithm to run on a mesh. But it runs on CPU, and after only few iterations it becomes too compute intensive. I figured one way to solve this problem is to rewrite it in Shader language and then run it on GPU.</p>
  
  <p>Are there any examples of the same?</p>