3 layout(vertices = 4) out; // ERROR
\r
4 layout(quads, cw) in;
\r
5 layout(triangles) in; // ERROR
\r
6 layout(isolines) in; // ERROR
\r
9 layout(ccw) in; // ERROR
\r
11 layout(fractional_odd_spacing) in;
\r
12 layout(equal_spacing) in; // ERROR
\r
13 layout(fractional_even_spacing) in; // ERROR
\r
15 layout(point_mode) in;
\r
21 int a = gl_MaxTessEvaluationInputComponents +
\r
22 gl_MaxTessEvaluationOutputComponents +
\r
23 gl_MaxTessEvaluationTextureImageUnits +
\r
24 gl_MaxTessEvaluationUniformComponents +
\r
25 gl_MaxTessPatchComponents +
\r
26 gl_MaxPatchVertices +
\r
29 vec4 p = gl_in[1].gl_Position;
\r
30 float ps = gl_in[1].gl_PointSize;
\r
31 float cd = gl_in[1].gl_ClipDistance[2];
\r
33 int pvi = gl_PatchVerticesIn;
\r
34 int pid = gl_PrimitiveID;
\r
35 vec3 tc = gl_TessCoord;
\r
36 float tlo = gl_TessLevelOuter[3];
\r
37 float tli = gl_TessLevelInner[1];
\r
41 gl_ClipDistance[2] = cd;
\r