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#version 400 core
layout( vertices = 4 ) out;
uniform float outer[4] = float[]( 1.0, 1.0, 1.0, 1.0 );
void main()
{
// Pass along the vertex position unmodified
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
// Set the tessellation levels
gl_TessLevelOuter[0] = outer[0]; // number of isolines
gl_TessLevelOuter[1] = outer[1]; // divisions along isoline
}