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- #version 400 core
- layout(vertices = 4) out;
- int outa[gl_out.length()];
- patch out vec4 patchOut;
- void main()
- {
- barrier();
- int a = gl_MaxTessControlInputComponents +
- gl_MaxTessControlOutputComponents +
- gl_MaxTessControlTextureImageUnits +
- gl_MaxTessControlUniformComponents +
- gl_MaxTessControlTotalOutputComponents;
- vec4 p = gl_in[1].gl_Position;
- float ps = gl_in[1].gl_PointSize;
- float cd = gl_in[1].gl_ClipDistance[2];
- int pvi = gl_PatchVerticesIn;
- int pid = gl_PrimitiveID;
- int iid = gl_InvocationID;
- gl_out[gl_InvocationID].gl_Position = p;
- gl_out[gl_InvocationID].gl_PointSize = ps;
- gl_out[gl_InvocationID].gl_ClipDistance[1] = cd;
- gl_TessLevelOuter[3] = 3.2;
- gl_TessLevelInner[1] = 1.3;
- }
- in vec2 inb[];
- in vec2 ind[gl_MaxPatchVertices];
- #extension GL_ARB_separate_shader_objects : enable
- layout(location = 3) in vec4 ivla[];
- layout(location = 4) in vec4 ivlb[];
- layout(location = 3) out vec4 ovla[];
- layout(location = 4) out vec4 ovlb[];
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