spv.400.tesc 1.1 KB

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  1. #version 400 core
  2. layout(vertices = 4) out;
  3. int outa[gl_out.length()];
  4. patch out vec4 patchOut;
  5. void main()
  6. {
  7. barrier();
  8. int a = gl_MaxTessControlInputComponents +
  9. gl_MaxTessControlOutputComponents +
  10. gl_MaxTessControlTextureImageUnits +
  11. gl_MaxTessControlUniformComponents +
  12. gl_MaxTessControlTotalOutputComponents;
  13. vec4 p = gl_in[1].gl_Position;
  14. float ps = gl_in[1].gl_PointSize;
  15. float cd = gl_in[1].gl_ClipDistance[2];
  16. int pvi = gl_PatchVerticesIn;
  17. int pid = gl_PrimitiveID;
  18. int iid = gl_InvocationID;
  19. gl_out[gl_InvocationID].gl_Position = p;
  20. gl_out[gl_InvocationID].gl_PointSize = ps;
  21. gl_out[gl_InvocationID].gl_ClipDistance[1] = cd;
  22. gl_TessLevelOuter[3] = 3.2;
  23. gl_TessLevelInner[1] = 1.3;
  24. }
  25. in vec2 inb[];
  26. in vec2 ind[gl_MaxPatchVertices];
  27. #extension GL_ARB_separate_shader_objects : enable
  28. layout(location = 3) in vec4 ivla[];
  29. layout(location = 4) in vec4 ivlb[];
  30. layout(location = 3) out vec4 ovla[];
  31. layout(location = 4) out vec4 ovlb[];