| #version 400 core | |
| layout(triangles, ccw) in; | |
| layout(fractional_odd_spacing) in; | |
| layout(point_mode) in; | |
| patch in vec4 patchIn; | |
| void main() | |
| { | |
| int a = gl_MaxTessEvaluationInputComponents + | |
| gl_MaxTessEvaluationOutputComponents + | |
| gl_MaxTessEvaluationTextureImageUnits + | |
| gl_MaxTessEvaluationUniformComponents + | |
| gl_MaxTessPatchComponents + | |
| gl_MaxPatchVertices + | |
| gl_MaxTessGenLevel; | |
| 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; | |
| vec3 tc = gl_TessCoord; | |
| float tlo = gl_TessLevelOuter[3]; | |
| float tli = gl_TessLevelInner[1]; | |
| gl_Position = p; | |
| gl_PointSize = ps; | |
| gl_ClipDistance[2] = cd; | |
| } | |
| #extension GL_ARB_separate_shader_objects : enable | |
| in vec2 inb[]; | |
| in vec2 ind[gl_MaxPatchVertices]; | |
| in testblb { | |
| int f; | |
| } blb[]; | |
| in testbld { | |
| int f; | |
| } bld[gl_MaxPatchVertices]; | |
| layout(location = 23) in vec4 ivla[]; | |
| layout(location = 24) in vec4 ivlb[]; | |
| layout(location = 23) out vec4 ovla[2]; |