#version 310 es #extension GL_EXT_tessellation_shader : require #extension GL_EXT_gpu_shader5 : require layout(vertices = 3) out; layout(location = 0) in highp vec2 in_tc_position[]; layout(location = 1) in highp float in_tc_tessParam[]; layout(location = 0) out highp vec2 in_te_position[]; precise gl_TessLevelOuter; void main (void) { in_te_position[gl_InvocationID] = in_tc_position[gl_InvocationID]; gl_TessLevelInner[0] = 5.0; gl_TessLevelInner[1] = 5.0; gl_TessLevelOuter[0] = 1.0 + 59.0 * 0.5 * (in_tc_tessParam[1] + in_tc_tessParam[2]); gl_TessLevelOuter[1] = 1.0 + 59.0 * 0.5 * (in_tc_tessParam[2] + in_tc_tessParam[0]); gl_TessLevelOuter[2] = 1.0 + 59.0 * 0.5 * (in_tc_tessParam[0] + in_tc_tessParam[1]); }