| #version 400 core | |
| layout(vertices = 4) out; | |
| int outa[gl_out.length()]; | |
| patch out vec4 patchOut; | |
| void main() | |
| { | |
| barrier(); | |
| int a = gl_MaxTessControlInputComponents + | |
| gl_MaxTessControlOutputComponents + | |
| gl_MaxTessControlTextureImageUnits + | |
| gl_MaxTessControlUniformComponents + | |
| gl_MaxTessControlTotalOutputComponents; | |
| 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; | |
| int iid = gl_InvocationID; | |
| gl_out[gl_InvocationID].gl_Position = p; | |
| gl_out[gl_InvocationID].gl_PointSize = ps; | |
| gl_out[gl_InvocationID].gl_ClipDistance[1] = cd; | |
| gl_TessLevelOuter[3] = 3.2; | |
| gl_TessLevelInner[1] = 1.3; | |
| } | |
| in vec2 inb[]; | |
| in vec2 ind[gl_MaxPatchVertices]; | |
| #extension GL_ARB_separate_shader_objects : enable | |
| layout(location = 3) in vec4 ivla[]; | |
| layout(location = 4) in vec4 ivlb[]; | |
| layout(location = 3) out vec4 ovla[]; | |
| layout(location = 4) out vec4 ovlb[]; |