#version 450 layout(vertices = 4) out; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[1]; float gl_CullDistance[1]; } gl_out[4]; layout(location = 0) patch out vert { float v0; float v1; } _5; layout(location = 2) patch out vert_patch { float v2; float v3; } patches[2]; layout(location = 6) patch out float v2; layout(location = 7) out float v3[4]; layout(location = 8) out vert2 { float v4; float v5; } verts[4]; const vec4 _3_0_init[4] = vec4[](vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0)); const float _3_1_init[4] = float[](0.0, 0.0, 0.0, 0.0); const float _3_2_init[4][1] = float[][](float[](0.0), float[](0.0), float[](0.0), float[](0.0)); const float _3_3_init[4][1] = float[][](float[](0.0), float[](0.0), float[](0.0), float[](0.0)); const float _6_0_init[2] = float[](0.0, 0.0); const float _6_1_init[2] = float[](0.0, 0.0); const float _7_init = 0.0; const float _8_init[4] = float[](0.0, 0.0, 0.0, 0.0); const float _9_0_init[4] = float[](0.0, 0.0, 0.0, 0.0); const float _9_1_init[4] = float[](0.0, 0.0, 0.0, 0.0); void main() { gl_out[gl_InvocationID].gl_Position = _3_0_init[gl_InvocationID]; gl_out[gl_InvocationID].gl_PointSize = _3_1_init[gl_InvocationID]; gl_out[gl_InvocationID].gl_ClipDistance = _3_2_init[gl_InvocationID]; gl_out[gl_InvocationID].gl_CullDistance = _3_3_init[gl_InvocationID]; if (gl_InvocationID == 0) { _5.v0 = 0.0; } if (gl_InvocationID == 0) { _5.v1 = 0.0; } if (gl_InvocationID == 0) { patches[0].v2 = _6_0_init[0]; } if (gl_InvocationID == 0) { patches[1].v2 = _6_0_init[1]; } if (gl_InvocationID == 0) { patches[0].v3 = _6_1_init[0]; } if (gl_InvocationID == 0) { patches[1].v3 = _6_1_init[1]; } if (gl_InvocationID == 0) { v2 = _7_init; } v3[gl_InvocationID] = _8_init[gl_InvocationID]; verts[gl_InvocationID].v4 = _9_0_init[gl_InvocationID]; verts[gl_InvocationID].v5 = _9_1_init[gl_InvocationID]; gl_out[gl_InvocationID].gl_Position = vec4(1.0); }