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[require]
GLSL >= 1.50
GL_ARB_tessellation_shader
[vertex shader]
in vec4 vertex;
out vec4 color;
void main()
{
gl_Position = vertex;
color = vec4(0, 1, 0, 1);
}
[tessellation control shader]
#extension GL_ARB_tessellation_shader: require
layout(vertices = 3) out;
in vec4 color[];
out vec4 color_tes[];
void main() {
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 0.0);
gl_TessLevelInner = float[2](0.0, 0.0);
color_tes[gl_InvocationID] = color[gl_InvocationID];
}
[tessellation evaluation shader]
#extension GL_ARB_tessellation_shader: require
layout(triangles) in;
in vec4 color_tes[];
out vec4 color_fs;
void main() {
gl_Position = gl_in[0].gl_Position * gl_TessCoord[0]
+ gl_in[1].gl_Position * gl_TessCoord[1]
+ gl_in[2].gl_Position * gl_TessCoord[2];
color_fs = color_tes[0] * gl_TessCoord[0]
+ color_tes[1] * gl_TessCoord[1]
+ color_tes[2] * gl_TessCoord[2];
}
[fragment shader]
in vec4 color_fs;
void main()
{
gl_FragColor = color_fs;
}
[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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