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