3 layout(triangles, ccw) in;
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5 layout(fractional_odd_spacing) in;
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7 layout(point_mode) in;
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9 patch in vec4 patchIn;
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13 int a = gl_MaxTessEvaluationInputComponents +
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14 gl_MaxTessEvaluationOutputComponents +
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15 gl_MaxTessEvaluationTextureImageUnits +
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16 gl_MaxTessEvaluationUniformComponents +
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17 gl_MaxTessPatchComponents +
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18 gl_MaxPatchVertices +
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21 vec4 p = gl_in[1].gl_Position;
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22 float ps = gl_in[1].gl_PointSize;
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23 float cd = gl_in[1].gl_ClipDistance[2];
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25 int pvi = gl_PatchVerticesIn;
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26 int pid = gl_PrimitiveID;
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27 vec3 tc = gl_TessCoord;
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28 float tlo = gl_TessLevelOuter[3];
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29 float tli = gl_TessLevelInner[1];
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33 gl_ClipDistance[2] = cd;
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36 #extension GL_ARB_separate_shader_objects : enable
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39 in vec2 ind[gl_MaxPatchVertices];
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47 } bld[gl_MaxPatchVertices];
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49 layout(location = 23) in vec4 ivla[];
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50 layout(location = 24) in vec4 ivlb[];
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52 layout(location = 23) out vec4 ovla[2];
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