else if (shaderType == glu::SHADERTYPE_TESSELLATION_CONTROL)
{
resources.push_back("gl_PerVertex.gl_Position");
- resources.push_back("gl_TessLevelOuter");
- resources.push_back("gl_TessLevelInner");
+ resources.push_back("gl_TessLevelOuter[0]");
+ resources.push_back("gl_TessLevelInner[0]");
}
else if (shaderType == glu::SHADERTYPE_TESSELLATION_EVALUATION)
resources.push_back("gl_Position");
{ "gl_InvocationID", glu::TYPE_INT },
{ "gl_NumWorkGroups", glu::TYPE_UINT_VEC3 },
{ "gl_FragDepth", glu::TYPE_FLOAT },
- { "gl_TessLevelOuter", glu::TYPE_FLOAT },
- { "gl_TessLevelInner", glu::TYPE_FLOAT },
+ { "gl_TessLevelOuter[0]", glu::TYPE_FLOAT },
+ { "gl_TessLevelInner[0]", glu::TYPE_FLOAT },
};
for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(builtins); ++ndx)
{ "gl_InvocationID", 1 },
{ "gl_NumWorkGroups", 1 },
{ "gl_FragDepth", 1 },
- { "gl_TessLevelOuter", 4 },
- { "gl_TessLevelInner", 2 },
+ { "gl_TessLevelOuter[0]", 4 },
+ { "gl_TessLevelInner[0]", 2 },
};
for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(builtins); ++ndx)
{ "gl_Position", 0 },
{ "gl_PerVertex.gl_Position", 0 },
{ "gl_InvocationID", 0 },
- { "gl_TessLevelOuter", 1 },
- { "gl_TessLevelInner", 1 },
+ { "gl_TessLevelOuter[0]", 1 },
+ { "gl_TessLevelInner[0]", 1 },
};
for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(builtins); ++ndx)