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