#version 450 layout(ccw, quads, fractional_odd_spacing) in; layout(location = 0) in vec4 Floats[]; layout(location = 2) in vec4 Floats2[gl_MaxPatchVertices]; void main() { gl_Position = Floats[0] * gl_TessCoord.x + Floats2[1] * gl_TessCoord.y; }