3 #extension GL_ARB_tessellation_shader : enable
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5 layout(quads, cw) in;
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6 layout(fractional_odd_spacing) in;
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7 layout(point_mode) in;
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8 patch in vec4 patchIn;
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14 int a = gl_MaxTessEvaluationInputComponents +
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15 gl_MaxTessEvaluationOutputComponents +
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16 gl_MaxTessEvaluationTextureImageUnits +
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17 gl_MaxTessEvaluationUniformComponents +
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18 gl_MaxTessPatchComponents +
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19 gl_MaxPatchVertices +
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22 vec4 p = gl_in[1].gl_Position;
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23 float ps = gl_in[1].gl_PointSize;
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24 float cd = gl_in[1].gl_ClipDistance[2];
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26 int pvi = gl_PatchVerticesIn;
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27 int pid = gl_PrimitiveID;
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28 vec3 tc = gl_TessCoord;
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29 float tlo = gl_TessLevelOuter[3];
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30 float tli = gl_TessLevelInner[1];
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34 gl_ClipDistance[2] = cd;
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