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#version 150 |
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#extension GL_ARB_tessellation_shader : enable |
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layout(quads, cw) in; |
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layout(fractional_odd_spacing) in; |
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layout(point_mode) in; |
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patch in vec4 patchIn; |
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void main() |
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{ |
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barrier(); |
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int a = gl_MaxTessEvaluationInputComponents + |
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gl_MaxTessEvaluationOutputComponents + |
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gl_MaxTessEvaluationTextureImageUnits + |
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gl_MaxTessEvaluationUniformComponents + |
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gl_MaxTessPatchComponents + |
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gl_MaxPatchVertices + |
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gl_MaxTessGenLevel; |
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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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vec3 tc = gl_TessCoord; |
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float tlo = gl_TessLevelOuter[3]; |
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float tli = gl_TessLevelInner[1]; |
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gl_Position = p; |
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gl_PointSize = ps; |
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gl_ClipDistance[2] = cd; |
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} |
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