#version 440 layout(triangles, fractional_odd_spacing, ccw) in; layout(std140, binding = 0) uniform buf { mat4 mvp; }; layout(location = 5) in TescOutA { vec3 color; int id; }tcOutA[]; layout(location = 10) in TescOutB { vec2 some; int other[3]; vec3 variables; }tcOutB[]; layout(location = 2) patch in TescOutC { vec3 stuff; float more_stuff; }tcOutC; layout(location = 0) out vec3 outColor; struct A { vec3 color; int id; }; struct B { vec2 some; int other[3]; vec3 variables; }; struct C { vec3 stuff; float more_stuff; }; struct Element { A a[3]; B b[3]; C c; vec4 tesslevelOuter; vec2 tessLevelInner; float pointSize[3]; float clipDistance[3][5]; vec3 tessCoord; int patchVerticesIn; int primitiveID; }; layout(std430, binding = 1) buffer result { int count; Element elements[]; }; void main() { gl_Position = mvp * ((gl_TessCoord.x * gl_in[0].gl_Position) + (gl_TessCoord.y * gl_in[1].gl_Position) + (gl_TessCoord.z * gl_in[2].gl_Position)); outColor = gl_TessCoord.x * tcOutA[0].color + gl_TessCoord.y * tcOutA[1].color + gl_TessCoord.z * tcOutA[2].color; count = 1; elements[gl_PrimitiveID].c.stuff = tcOutC.stuff; elements[gl_PrimitiveID].c.more_stuff = tcOutC.more_stuff; elements[gl_PrimitiveID].tesslevelOuter = vec4(gl_TessLevelOuter[0], gl_TessLevelOuter[1], gl_TessLevelOuter[2], gl_TessLevelOuter[3]); elements[gl_PrimitiveID].tessLevelInner = vec2(gl_TessLevelInner[0], gl_TessLevelInner[1]); for (int i = 0; i < 3; ++i) { elements[gl_PrimitiveID].a[i].color = tcOutA[i].color; elements[gl_PrimitiveID].a[i].id = tcOutA[i].id; elements[gl_PrimitiveID].b[i].some = tcOutB[i].some; elements[gl_PrimitiveID].b[i].other = tcOutB[i].other; elements[gl_PrimitiveID].b[i].variables = tcOutB[i].variables; elements[gl_PrimitiveID].pointSize[i] = gl_in[i].gl_PointSize; elements[gl_PrimitiveID].clipDistance[i][0] = gl_in[i].gl_ClipDistance[0]; elements[gl_PrimitiveID].clipDistance[i][1] = gl_in[i].gl_ClipDistance[1]; elements[gl_PrimitiveID].clipDistance[i][2] = gl_in[i].gl_ClipDistance[2]; elements[gl_PrimitiveID].clipDistance[i][3] = gl_in[i].gl_ClipDistance[3]; elements[gl_PrimitiveID].clipDistance[i][4] = gl_in[i].gl_ClipDistance[4]; } elements[gl_PrimitiveID].tessCoord = gl_TessCoord; elements[gl_PrimitiveID].patchVerticesIn = 3; elements[gl_PrimitiveID].primitiveID = gl_PrimitiveID; }