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#version 400 core

layout(triangles, ccw) in;

layout(fractional_odd_spacing) in;

layout(point_mode) in;

patch in vec4 patchIn;

void main()
{
    int a = gl_MaxTessEvaluationInputComponents +
            gl_MaxTessEvaluationOutputComponents +
            gl_MaxTessEvaluationTextureImageUnits +
            gl_MaxTessEvaluationUniformComponents +
            gl_MaxTessPatchComponents +
            gl_MaxPatchVertices +
            gl_MaxTessGenLevel;

    vec4 p = gl_in[1].gl_Position;
    float ps = gl_in[1].gl_PointSize;
    float cd = gl_in[1].gl_ClipDistance[2];

    int pvi = gl_PatchVerticesIn;
    int pid = gl_PrimitiveID;
    vec3 tc = gl_TessCoord;
    float tlo = gl_TessLevelOuter[3];
    float tli = gl_TessLevelInner[1];

    gl_Position = p;
    gl_PointSize = ps;
    gl_ClipDistance[2] = cd;
}

#extension GL_ARB_separate_shader_objects : enable

in vec2 inb[];
in vec2 ind[gl_MaxPatchVertices];

in testblb {
    int f;
} blb[];

in testbld {
    int f;
} bld[gl_MaxPatchVertices];

layout(location = 23) in vec4 ivla[];
layout(location = 24) in vec4 ivlb[];

layout(location = 23) out vec4 ovla[2];