#version 440 layout(triangles, fractional_odd_spacing, ccw) in; layout(location = 0) in vec3 inColor[]; layout(location = 0) out vec3 outColor; // these serve no purpose, just exist to test per-patch outputs layout(location = 1) patch in vec3 stuff; layout(location = 2) patch in float more_stuff; layout(std140, binding = 0) uniform buf { mat4 mvp; float time; float amplitude; }; void main() { vec4 pos = (gl_TessCoord.x * gl_in[0].gl_Position) + (gl_TessCoord.y * gl_in[1].gl_Position) + (gl_TessCoord.z * gl_in[2].gl_Position); gl_Position = mvp * pos; gl_Position.x += sin(time + pos.y) * amplitude; outColor = gl_TessCoord.x * inColor[0] + gl_TessCoord.y * inColor[1] + gl_TessCoord.z * inColor[2] // these are all 1.0, just here to exercise the shader generation and the runtime pipeline setup * stuff.x * more_stuff * (gl_TessLevelOuter[0] / 4.0) * (gl_TessLevelInner[0] / 4.0); }