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#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;
}
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