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#version 320 es |
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layout(vertices = 4) out; |
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layout(quads, cw) in; |
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layout(triangles) in; |
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layout(isolines) in; |
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layout(ccw) in; |
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layout(cw) in; |
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layout(fractional_odd_spacing) in; |
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layout(equal_spacing) in; |
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layout(fractional_even_spacing) in; |
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layout(point_mode) in; |
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patch in vec4 patchIn; |
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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_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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smooth patch in vec4 badp1; |
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flat patch in vec4 badp2; |
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noperspective patch in vec4 badp3; |
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patch sample in vec3 badp4; |
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#extension GL_ARB_separate_shader_objects : enable |
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in gl_PerVertex |
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{ |
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vec4 gl_Position; |
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} gl_in[]; |
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in gl_PerVertex |
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{ |
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vec4 gl_Position; |
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} gl_in[]; |
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layout(quads, cw) out; |
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layout(triangles) out; |
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layout(isolines) out; |
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layout(cw) out; |
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layout(fractional_odd_spacing) out; |
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layout(equal_spacing) out; |
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layout(fractional_even_spacing) out; |
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layout(point_mode) out; |
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in vec2 ina; |
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in vec2 inb[]; |
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in vec2 inc[18]; |
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in vec2 ind[gl_MaxPatchVertices]; |
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in testbla { |
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int f; |
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} bla; |
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in testblb { |
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int f; |
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} blb[]; |
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in testblc { |
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int f; |
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} blc[18]; |
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in testbld { |
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int f; |
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} bld[gl_MaxPatchVertices]; |
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layout(location = 23) in vec4 ivla[]; |
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layout(location = 24) in vec4 ivlb[]; |
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layout(location = 24) in vec4 ivlc[]; |
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layout(location = 23) out vec4 ovla[2]; |
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layout(location = 24) out vec4 ovlb[2]; |
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in float gl_TessLevelOuter[4]; |
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patch in pinbn { |
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int a; |
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} pinbi; |
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centroid out vec3 myColor2; |
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centroid in vec3 centr[]; |
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sample out vec4 perSampleColor; |
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void bbbad() |
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{ |
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gl_BoundingBoxOES; |
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} |
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