SPIRV-Cross/reference/opt/shaders/desktop-only/tese/triangle.desktop.sso.tese

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#version 450
layout(triangles, cw, fractional_even_spacing) in;
in gl_PerVertex
{
vec4 gl_Position;
} gl_in[];
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out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
gl_Position = ((gl_in[0].gl_Position * gl_TessCoord.x) + (gl_in[1].gl_Position * gl_TessCoord.y)) + (gl_in[2].gl_Position * gl_TessCoord.z);
}