#version 450 | |
layout(vertices = 4) out; | |
void main() | |
{ | |
if (gl_InvocationID == 0) | |
{ | |
gl_TessLevelOuter[0] = 2.0; | |
gl_TessLevelOuter[1] = 3.0; | |
gl_TessLevelOuter[2] = 4.0; | |
gl_TessLevelOuter[3] = 5.0; | |
gl_TessLevelInner[0] = mix(gl_TessLevelOuter[0], gl_TessLevelOuter[3], 0.5); | |
gl_TessLevelInner[1] = mix(gl_TessLevelOuter[2], gl_TessLevelOuter[1], 0.5); | |
} | |
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position; | |
} |