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