1#version 450 2layout(vertices = 1) out; 3 4in gl_PerVertex 5{ 6 vec4 gl_Position; 7} gl_in[gl_MaxPatchVertices]; 8 9out gl_PerVertex 10{ 11 vec4 gl_Position; 12} gl_out[1]; 13 14layout(location = 0) patch out vec3 vFoo; 15 16 17void main() 18{ 19 gl_TessLevelInner[0] = 8.9; 20 gl_TessLevelInner[1] = 6.9; 21 gl_TessLevelOuter[0] = 8.9; 22 gl_TessLevelOuter[1] = 6.9; 23 gl_TessLevelOuter[2] = 3.9; 24 gl_TessLevelOuter[3] = 4.9; 25 vFoo = vec3(1.0); 26 27 gl_out[gl_InvocationID].gl_Position = gl_in[0].gl_Position + gl_in[1].gl_Position; 28} 29