#version 150 #extension GL_ARB_tessellation_shader : enable layout(quads, cw) in; layout(fractional_odd_spacing) in; layout(point_mode) in; patch in vec4 patchIn; void main() { barrier(); // ERROR int a = gl_MaxTessEvaluationInputComponents + gl_MaxTessEvaluationOutputComponents + gl_MaxTessEvaluationTextureImageUnits + gl_MaxTessEvaluationUniformComponents + gl_MaxTessPatchComponents + gl_MaxPatchVertices + gl_MaxTessGenLevel; 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; vec3 tc = gl_TessCoord; float tlo = gl_TessLevelOuter[3]; float tli = gl_TessLevelInner[1]; gl_Position = p; gl_PointSize = ps; gl_ClipDistance[2] = cd; }