blob: 1c926d084d12e5b80f04927977ca1c7eb6f6ea97 [file] [log] [blame] [edit]
#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[];