#version 310 es #extension GL_EXT_tessellation_shader : require layout(vertices = 3) out; layout(location = 0) in highp float in_tc_attr[]; layout(location = 0) out highp float in_te_attr[]; struct te_data { mediump float a; mediump float b; mediump uint c; }; layout(location = 1) out te_data in_te_data0[]; layout(location = 4) out te_data in_te_data1[]; void main (void) { te_data d = te_data(float(gl_InvocationID), float(gl_InvocationID + 1), uint(gl_InvocationID)); in_te_data0[gl_InvocationID] = d; barrier(); te_data e = in_te_data0[(gl_InvocationID + 1) % 3]; in_te_data1[gl_InvocationID] = te_data(d.a + e.a, d.b + e.b, d.c + e.c); in_te_attr[gl_InvocationID] = in_tc_attr[gl_InvocationID]; gl_TessLevelInner[0] = 1.0; gl_TessLevelInner[1] = 1.0; gl_TessLevelOuter[0] = 1.0; gl_TessLevelOuter[1] = 1.0; gl_TessLevelOuter[2] = 1.0; gl_TessLevelOuter[3] = 1.0; }