#version 400 core | |
layout( vertices = 4 ) out; | |
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 | |
gl_TessLevelOuter[0] = outer[0]; // number of isolines | |
gl_TessLevelOuter[1] = outer[1]; // divisions along isoline | |
} |