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#version 150 |
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#extension GL_ARB_tessellation_shader : enable |
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layout(vertices = 4) out; |
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int outa[gl_out.length()]; |
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patch out vec4 patchOut; |
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void main() |
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{ |
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barrier(); |
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int a = gl_MaxTessControlInputComponents + |
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gl_MaxTessControlOutputComponents + |
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gl_MaxTessControlTextureImageUnits + |
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gl_MaxTessControlUniformComponents + |
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gl_MaxTessControlTotalOutputComponents; |
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vec4 p = gl_in[1].gl_Position; |
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float ps = gl_in[1].gl_PointSize; |
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float cd = gl_in[1].gl_ClipDistance[2]; |
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int pvi = gl_PatchVerticesIn; |
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int pid = gl_PrimitiveID; |
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int iid = gl_InvocationID; |
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gl_out[gl_InvocationID].gl_Position = p; |
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gl_out[gl_InvocationID].gl_PointSize = ps; |
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gl_out[gl_InvocationID].gl_ClipDistance[1] = cd; |
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gl_TessLevelOuter[3] = 3.2; |
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gl_TessLevelInner[1] = 1.3; |
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} |
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