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#version 440
layout(vertices = 3) out;
layout(location = 0) in vec3 inColor[];
layout(location = 0) patch out vec3 stuff;
layout(location = 1) patch out float more_stuff;
void main()
{
if (gl_InvocationID == 0) {
gl_TessLevelOuter[0] = 4.0;
gl_TessLevelOuter[1] = 4.0;
gl_TessLevelOuter[2] = 4.0;
gl_TessLevelInner[0] = 4.0;
}
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
stuff = vec3(1.0);
more_stuff = stuff.x + 0.5;
}