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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