150.tesc 878 B

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  1. #version 150
  2. #extension GL_ARB_tessellation_shader : enable
  3. layout(vertices = 4) out;
  4. int outa[gl_out.length()];
  5. patch out vec4 patchOut;
  6. void main()
  7. {
  8. barrier();
  9. int a = gl_MaxTessControlInputComponents +
  10. gl_MaxTessControlOutputComponents +
  11. gl_MaxTessControlTextureImageUnits +
  12. gl_MaxTessControlUniformComponents +
  13. gl_MaxTessControlTotalOutputComponents;
  14. vec4 p = gl_in[1].gl_Position;
  15. float ps = gl_in[1].gl_PointSize;
  16. float cd = gl_in[1].gl_ClipDistance[2];
  17. int pvi = gl_PatchVerticesIn;
  18. int pid = gl_PrimitiveID;
  19. int iid = gl_InvocationID;
  20. gl_out[gl_InvocationID].gl_Position = p;
  21. gl_out[gl_InvocationID].gl_PointSize = ps;
  22. gl_out[gl_InvocationID].gl_ClipDistance[1] = cd;
  23. gl_TessLevelOuter[3] = 3.2;
  24. gl_TessLevelInner[1] = 1.3;
  25. }