src << "void main (void)\n{\n"
<< "\tgl_Position = vec4(gl_TessCoord.x, 0.0, 0.0, 1.0);\n"
- << "\thighp uint invocationId = uint(gl_PrimitiveID) + (gl_TessCoord.x > 0.5 ? 1u : 0u);\n";
+ << "\thighp uint invocationId = uint(gl_PrimitiveID)*2u + (gl_TessCoord.x > 0.5 ? 1u : 0u);\n";
generateExecBufferIo(src, shaderSpec, "invocationId");
// Render patches
gl.patchParameteri(GL_PATCH_VERTICES, 2);
- gl.drawArrays(GL_PATCHES, 0, 2*alignedValues);
+ gl.drawArrays(GL_PATCHES, 0, alignedValues);
// Read back data
readOutputBuffer(outputs, numValues);