1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253 |
- #version 400 core
- layout(triangles, ccw) in;
- layout(fractional_odd_spacing) in;
- layout(point_mode) in;
- patch in vec4 patchIn;
- void main()
- {
- int a = gl_MaxTessEvaluationInputComponents +
- gl_MaxTessEvaluationOutputComponents +
- gl_MaxTessEvaluationTextureImageUnits +
- gl_MaxTessEvaluationUniformComponents +
- gl_MaxTessPatchComponents +
- gl_MaxPatchVertices +
- gl_MaxTessGenLevel;
- 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;
- vec3 tc = gl_TessCoord;
- float tlo = gl_TessLevelOuter[3];
- float tli = gl_TessLevelInner[1];
- gl_Position = p;
- gl_PointSize = ps;
- gl_ClipDistance[2] = cd;
- }
- #extension GL_ARB_separate_shader_objects : enable
- in vec2 inb[];
- in vec2 ind[gl_MaxPatchVertices];
- in testblb {
- int f;
- } blb[];
- in testbld {
- int f;
- } bld[gl_MaxPatchVertices];
- layout(location = 23) in vec4 ivla[];
- layout(location = 24) in vec4 ivlb[];
- layout(location = 23) out vec4 ovla[2];
|