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[require]
GLSL >= 1.50
GL_ARB_tessellation_shader
[vertex shader]
#version 150
in vec4 vertex;
void main()
{
gl_Position = vertex;
}
[tessellation control shader]
#version 150
#extension GL_ARB_tessellation_shader: require
layout(vertices = 3) out;
void main()
{
gl_TessLevelInner[0] = 1.0;
gl_TessLevelInner[1] = 1.0;
gl_TessLevelOuter[0] = 1.0;
gl_TessLevelOuter[1] = 1.0;
gl_TessLevelOuter[2] = 1.0;
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
}
[tessellation evaluation shader]
#version 150
#extension GL_ARB_tessellation_shader: require
layout(triangles) in;
void main()
{
int index = int(gl_TessCoord.y + (2 * gl_TessCoord.z));
gl_Position = gl_in[index].gl_Position;
}
[fragment shader]
#version 150
void main()
{
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
[vertex data]
vertex/float/2
-1.0 -1.0
1.0 -1.0
-1.0 1.0
-1.0 1.0
1.0 -1.0
1.0 1.0
[test]
clear color 0.1 0.1 0.1 0.1
clear
patch parameter vertices 3
draw arrays GL_PATCHES 0 6
probe all rgba 0.0 1.0 0.0 1.0
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