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