#version 400 core layout ( vertices =4) out; //numverticesinoutputpatch in Vertex { vec2 texCoord ; //FromVertexShader } IN []; //Equaltosizeofthedrawcallvertexcount out Vertex { vec2 texCoord ; //ToEvaluationShader } OUT []; //Equaltothesizeofthelayoutvertexcount void main () { gl_TessLevelInner [0] = 16; gl_TessLevelInner [1] = 16; gl_TessLevelOuter [0] = 16; gl_TessLevelOuter [1] = 16; gl_TessLevelOuter [2] = 16; gl_TessLevelOuter [3] = 16; OUT [ gl_InvocationID ].texCoord = IN [ gl_InvocationID ].texCoord ; gl_out [ gl_InvocationID ].gl_Position = gl_in [ gl_InvocationID ].gl_Position ; }