#version 450 layout(cw, triangles, fractional_even_spacing) in; in gl_PerVertex { vec4 gl_Position; } gl_in[gl_MaxPatchVertices]; 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; }