#version 400
#extension GL_ARB_tessellation_shader : enable
uniform float uOuter02, uOuter13, uInner0, uInner1;
layout( vertices = 16 ) out;
void main( )
{
gl_out[ gl_InvocationID ].gl_Position = gl_in[ gl_InvocationID ].gl_Position;
gl_TessLevelOuter[0] = gl_TessLevelOuter[2] = uOuter02;
gl_TessLevelOuter[1] = gl_TesslevelOuter[3] = uOuter13;
gl_TessLevelInner[0] = uInner0;
gl_TessLevelInner[1] = uInner1;
}
In this example, the amount of tessellation is set by uniform variables for
simpl......
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