spv.400.tese 1.2 KB

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  1. #version 400 core
  2. layout(triangles, ccw) in;
  3. layout(fractional_odd_spacing) in;
  4. layout(point_mode) in;
  5. patch in vec4 patchIn;
  6. void main()
  7. {
  8. int a = gl_MaxTessEvaluationInputComponents +
  9. gl_MaxTessEvaluationOutputComponents +
  10. gl_MaxTessEvaluationTextureImageUnits +
  11. gl_MaxTessEvaluationUniformComponents +
  12. gl_MaxTessPatchComponents +
  13. gl_MaxPatchVertices +
  14. gl_MaxTessGenLevel;
  15. vec4 p = gl_in[1].gl_Position;
  16. float ps = gl_in[1].gl_PointSize;
  17. float cd = gl_in[1].gl_ClipDistance[2];
  18. int pvi = gl_PatchVerticesIn;
  19. int pid = gl_PrimitiveID;
  20. vec3 tc = gl_TessCoord;
  21. float tlo = gl_TessLevelOuter[3];
  22. float tli = gl_TessLevelInner[1];
  23. gl_Position = p;
  24. gl_PointSize = ps;
  25. gl_ClipDistance[2] = cd;
  26. }
  27. #extension GL_ARB_separate_shader_objects : enable
  28. in vec2 inb[];
  29. in vec2 ind[gl_MaxPatchVertices];
  30. in testblb {
  31. int f;
  32. } blb[];
  33. in testbld {
  34. int f;
  35. } bld[gl_MaxPatchVertices];
  36. layout(location = 23) in vec4 ivla[];
  37. layout(location = 24) in vec4 ivlb[];
  38. layout(location = 23) out vec4 ovla[2];