"in highp vec4 v_patch_color[];\n"
"out highp vec4 " << colorOutputName << ";\n"
"\n"
- "// \\note No need to use precise gl_Position since we do not require gapless geometry\n"
+ "// note: No need to use precise gl_Position since we do not require gapless geometry\n"
"void main (void)\n"
"{\n";
"in highp vec4 v_control_color[];\n"
"out highp vec4 v_evaluated_color;\n"
"\n"
- "// \\note No need to use precise gl_Position since we do not require gapless geometry\n"
+ "// note: No need to use precise gl_Position since we do not require gapless geometry\n"
"void main (void)\n"
"{\n";
"\n"
"out highp vec4 v_tessellationCoords;\n"
"\n"
- "// \\note No need to use precise gl_Position since we do not require gapless geometry\n"
+ "// note: No need to use precise gl_Position since we do not require gapless geometry\n"
"void main (void)\n"
"{\n"
" if (gl_PatchVerticesIn != 9)\n"
"\n"
"out mediump ivec2 v_tessellationGridPosition;\n"
"\n"
- "// \\note No need to use precise gl_Position since position does not depend on order\n"
+ "// note: No need to use precise gl_Position since position does not depend on order\n"
"void main (void)\n"
"{\n";
"\n"
"out mediump ivec2 v_tessellationGridPosition;\n"
"\n"
- "// \\note No need to use precise gl_Position since position does not depend on order\n"
+ "// note: No need to use precise gl_Position since position does not depend on order\n"
"void main (void)\n"
"{\n"
" // Fill the whole viewport\n"