| #version 400 core |
| |
| layout( vertices = 4 ) out; |
| |
| uniform float inner[2] = float[]( 10.0, 10.0 ); |
| uniform float outer[4] = float[]( 1.0, 1.0, 1.0, 1.0 ); |
| |
| void main() |
| { |
| // Pass along the vertex position unmodified |
| gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position; |
| |
| // Set the tessellation levels from the uniforms |
| gl_TessLevelOuter[0] = outer[0]; |
| gl_TessLevelOuter[1] = outer[1]; |
| gl_TessLevelOuter[2] = outer[2]; |
| gl_TessLevelOuter[3] = outer[3]; |
| |
| gl_TessLevelInner[0] = inner[0]; |
| gl_TessLevelInner[1] = inner[1]; |
| } |