#version 400 core layout(triangles, ccw) in; layout(fractional_odd_spacing) in; layout(point_mode) in; patch in vec4 patchIn; void main() { int a = gl_MaxTessEvaluationInputComponents + gl_MaxTessEvaluationOutputComponents + gl_MaxTessEvaluationTextureImageUnits + gl_MaxTessEvaluationUniformComponents + gl_MaxTessPatchComponents + gl_MaxPatchVertices + gl_MaxTessGenLevel; vec4 p = gl_in[1].gl_Position; float ps = gl_in[1].gl_PointSize; float cd = gl_in[1].gl_ClipDistance[2]; int pvi = gl_PatchVerticesIn; int pid = gl_PrimitiveID; vec3 tc = gl_TessCoord; float tlo = gl_TessLevelOuter[3]; float tli = gl_TessLevelInner[1]; gl_Position = p; gl_PointSize = ps; gl_ClipDistance[2] = cd; } #extension GL_ARB_separate_shader_objects : enable in vec2 inb[]; in vec2 ind[gl_MaxPatchVertices]; in testblb { int f; } blb[]; in testbld { int f; } bld[gl_MaxPatchVertices]; layout(location = 23) in vec4 ivla[]; layout(location = 24) in vec4 ivlb[]; layout(location = 23) out vec4 ovla[2];