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#version 400 core
layout( vertices = 3 ) out;
uniform float inner[2] = float[]( 1.0, 1.0 );
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 from the uniforms
gl_TessLevelOuter[0] = outer[0];
gl_TessLevelOuter[1] = outer[1];
gl_TessLevelOuter[2] = outer[2];
gl_TessLevelInner[0] = inner[0];
}