#version 400 core #extension GL_ARB_tessellation_shader: enable // Sample of DirectX11 Tessellation Tutorial from www.xtunt.com // This allows us to compile the shader with a #define to choose // the different partition modes for the hull shader. // See the hull shader: [partitioning(BEZIER_HS_PARTITION)] // This sample demonstrates "integer", "fractional_even", and "fractional_odd" // GLSL Control shader uniform float g_fTessellationFactor; layout (vertices = 3) out; void main() { gl_TessLevelOuter[0] = gl_TessLevelOuter[1] = gl_TessLevelOuter[2] = g_fTessellationFactor; gl_TessLevelInner[0] = g_fTessellationFactor; gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position; }