blob: 624af51cc4b7874a8f46b86a64072a846b9c584b [file] [log] [blame]
#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
}