#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]; |