1#version 150 2 3#extension GL_ARB_tessellation_shader : enable 4 5layout(vertices = 4) out; 6int outa[gl_out.length()]; 7 8patch out vec4 patchOut; 9 10void main() 11{ 12 barrier(); 13 14 int a = gl_MaxTessControlInputComponents + 15 gl_MaxTessControlOutputComponents + 16 gl_MaxTessControlTextureImageUnits + 17 gl_MaxTessControlUniformComponents + 18 gl_MaxTessControlTotalOutputComponents; 19 20 vec4 p = gl_in[1].gl_Position; 21 float ps = gl_in[1].gl_PointSize; 22 float cd = gl_in[1].gl_ClipDistance[2]; 23 24 int pvi = gl_PatchVerticesIn; 25 int pid = gl_PrimitiveID; 26 int iid = gl_InvocationID; 27 28 gl_out[gl_InvocationID].gl_Position = p; 29 gl_out[gl_InvocationID].gl_PointSize = ps; 30 gl_out[gl_InvocationID].gl_ClipDistance[1] = cd; 31 32 gl_TessLevelOuter[3] = 3.2; 33 gl_TessLevelInner[1] = 1.3; 34} 35