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