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[require]
GLSL >= 1.50
GL_ARB_tessellation_shader
[vertex shader passthrough]
[tessellation evaluation shader]
#extension GL_ARB_tessellation_shader : require
layout(triangles) in;
out vec2 pos;
void main() {
pos = gl_in[0].gl_Position.xy * gl_TessCoord[0] +
gl_in[1].gl_Position.xy * gl_TessCoord[1] +
gl_in[2].gl_Position.xy * gl_TessCoord[2];
}
[geometry shader]
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
in vec2 pos[3];
void main() {
gl_Position = vec4(pos[0], 0, 1);
EmitVertex();
gl_Position = vec4(pos[1], 0, 1);
EmitVertex();
gl_Position = vec4(pos[2], 0, 1);
EmitVertex();
}
[fragment shader]
void main()
{
gl_FragColor = vec4(0, 1, 0, 0);
}
[vertex data]
piglit_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]
patch parameter default level outer 1 1 1 1
patch parameter default level inner 1 1
clear color 0.5 0.5 0.5 1.0
clear
patch parameter vertices 3
draw arrays GL_PATCHES 0 6
probe all rgba 0 1 0 0
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