#version 400 core layout(vertices = 4) out; int outa[gl_out.length()]; layout(quads) in; // ERROR layout(ccw) out; // ERROR layout(fractional_even_spacing) in; // ERROR void main() { barrier(); int a = gl_MaxTessControlInputComponents + gl_MaxTessControlOutputComponents + gl_MaxTessControlTextureImageUnits + gl_MaxTessControlUniformComponents + gl_MaxTessControlTotalOutputComponents; vec4 p = gl_in[1].gl_Position; float ps = gl_in[1].gl_PointSize; float cd = gl_in[1].gl_ClipDistance[2]; int pvi = gl_PatchVerticesIn; int pid = gl_PrimitiveID; int iid = gl_InvocationID; gl_out[1].gl_Position = p; gl_out[1].gl_PointSize = ps; gl_out[1].gl_ClipDistance[1] = cd; gl_TessLevelOuter[3] = 3.2; gl_TessLevelInner[1] = 1.3; }