#version 410 compatibility layout(vertices = 4) out; uniform int tess_level; void main() { gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position; gl_out[gl_InvocationID].gl_TexCoord[0] = gl_in[gl_InvocationID].gl_TexCoord[0]; gl_out[gl_InvocationID].gl_TexCoord[1] = gl_in[gl_InvocationID].gl_TexCoord[1]; gl_TessLevelInner[0] = tess_level; gl_TessLevelInner[1] = tess_level; gl_TessLevelOuter[0] = tess_level; gl_TessLevelOuter[1] = tess_level; gl_TessLevelOuter[2] = tess_level; gl_TessLevelOuter[3] = tess_level; }