#version 440 layout(location = 0) in Primitive { vec2 texCoord; } IN[]; layout(location = 0) out Primitive { vec2 texCoord; } OUT[]; layout(vertices = 3) out; void main() { OUT[gl_InvocationID].texCoord = IN[gl_InvocationID].texCoord; float tessLevel = 10.0; gl_TessLevelOuter[gl_InvocationID] = tessLevel; gl_TessLevelInner[0] = tessLevel; }