#version 400 core layout(vertices = 4) out; // ERROR layout(quads, cw) in; layout(triangles) in; // ERROR layout(isolines) in; // ERROR layout(cw) in; layout(ccw) in; // ERROR layout(fractional_odd_spacing) in; layout(equal_spacing) in; // ERROR layout(fractional_even_spacing) in; // ERROR layout(point_mode) in; 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; }