#version 450 layout(cw, quads) in; layout(location = 0) in vec4 vInputs[gl_MaxPatchVertices]; layout(location = 1) patch in vec4 vBoo[4]; layout(location = 5) patch in int vIndex; void main() { vec4 tmp[gl_MaxPatchVertices] = vInputs; gl_Position = tmp[0] + tmp[1] + vBoo[vIndex]; }