#version 450 layout(cw, quads) in; layout(location = 0) in mat4 vInputs[gl_MaxPatchVertices]; layout(location = 4) patch in vec4 vBoo[4]; layout(location = 8) patch in int vIndex; void main() { mat4 tmp[gl_MaxPatchVertices] = vInputs; gl_Position = tmp[0][vIndex] + tmp[1][vIndex] + vBoo[vIndex]; }