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#version 400 core

layout( vertices = 4 ) out;

uniform float inner[2] = float[]( 10.0, 10.0 );
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 from the uniforms
    gl_TessLevelOuter[0] = outer[0];
    gl_TessLevelOuter[1] = outer[1];
    gl_TessLevelOuter[2] = outer[2];
    gl_TessLevelOuter[3] = outer[3];

    gl_TessLevelInner[0] = inner[0];
    gl_TessLevelInner[1] = inner[1];
}