#version 400 core layout ( vertices =3) out ; //numverticesinpatchoutput uniformfloattessLevelInner; uniformfloattessLevelOuter; in Vertex { vec4 colour; } IN []; out Vertex { vec4 colour; } OUT []; patch out Vector4 subColour; voidmain () { gl_TessLevelInner [0] = tessLevelInner; //gl_TessLevelInner[1]=tessLevelInner; //quadsonly! gl_TessLevelOuter [0] = tessLevelOuter; gl_TessLevelOuter [1] = tessLevelOuter; gl_TessLevelOuter [2] = tessLevelOuter; //gl_TessLevelOuter[3]=tessLevelOuter; //Quadsonly! barrier ();//Notactuallynecessaryinthisparticularshader! gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position ; }