#version 430 layout(vertices = 3) out; in PipelineData { vec4 position; vec2 texture_coordinate; } tc_in[]; out PipelineData { vec4 position; vec2 texture_coordinate; } tc_out[]; void main() { tc_out[gl_InvocationID].texture_coordinate = tc_in[gl_InvocationID].texture_coordinate; tc_out[gl_InvocationID].position = tc_in[gl_InvocationID].position; gl_TessLevelInner[0] = 32; gl_TessLevelOuter[0] = 32; gl_TessLevelOuter[1] = 32; gl_TessLevelOuter[2] = 32; }