#version 150 | |
#extension GL_ARB_tessellation_shader : enable | |
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; | |
} |