3 layout(vertices = 4) out;
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4 int outa[gl_out.length()];
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6 patch out vec4 patchOut;
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12 int a = gl_MaxTessControlInputComponents +
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13 gl_MaxTessControlOutputComponents +
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14 gl_MaxTessControlTextureImageUnits +
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15 gl_MaxTessControlUniformComponents +
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16 gl_MaxTessControlTotalOutputComponents;
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18 vec4 p = gl_in[1].gl_Position;
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19 float ps = gl_in[1].gl_PointSize;
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20 float cd = gl_in[1].gl_ClipDistance[2];
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22 int pvi = gl_PatchVerticesIn;
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23 int pid = gl_PrimitiveID;
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24 int iid = gl_InvocationID;
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26 gl_out[gl_InvocationID].gl_Position = p;
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27 gl_out[gl_InvocationID].gl_PointSize = ps;
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28 gl_out[gl_InvocationID].gl_ClipDistance[1] = cd;
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30 gl_TessLevelOuter[3] = 3.2;
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31 gl_TessLevelInner[1] = 1.3;
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35 in vec2 ind[gl_MaxPatchVertices];
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37 #extension GL_ARB_separate_shader_objects : enable
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39 layout(location = 3) in vec4 ivla[];
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40 layout(location = 4) in vec4 ivlb[];
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42 layout(location = 3) out vec4 ovla[];
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43 layout(location = 4) out vec4 ovlb[];
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