1#version 400 core
2
3layout(triangles, ccw) in;
4
5layout(fractional_odd_spacing) in;
6
7layout(point_mode) in;
8
9patch in vec4 patchIn;
10
11void main()
12{
13    int a = gl_MaxTessEvaluationInputComponents +
14            gl_MaxTessEvaluationOutputComponents +
15            gl_MaxTessEvaluationTextureImageUnits +
16            gl_MaxTessEvaluationUniformComponents +
17            gl_MaxTessPatchComponents +
18            gl_MaxPatchVertices +
19            gl_MaxTessGenLevel;
20
21    vec4 p = gl_in[1].gl_Position;
22    float ps = gl_in[1].gl_PointSize;
23    float cd = gl_in[1].gl_ClipDistance[2];
24
25    int pvi = gl_PatchVerticesIn;
26    int pid = gl_PrimitiveID;
27    vec3 tc = gl_TessCoord;
28    float tlo = gl_TessLevelOuter[3];
29    float tli = gl_TessLevelInner[1];
30
31    gl_Position = p;
32    gl_PointSize = ps;
33    gl_ClipDistance[2] = cd;
34}
35
36#extension GL_ARB_separate_shader_objects : enable
37
38in vec2 inb[];
39in vec2 ind[gl_MaxPatchVertices];
40
41in testblb {
42    int f;
43} blb[];
44
45in testbld {
46    int f;
47} bld[gl_MaxPatchVertices];
48
49layout(location = 23) in vec4 ivla[];
50layout(location = 24) in vec4 ivlb[];
51
52layout(location = 23) out vec4 ovla[2];
53