#version 450 layout (triangles) in; layout (location = 0) in vec3 inNormal[]; layout (location = 1) in vec3 inColor[]; layout (location = 2) in vec3 inViewVec[]; layout (location = 3) in vec3 inLightVec[]; layout (location = 0) out vec3 outNormal; layout (location = 1) out vec3 outColor; layout (location = 2) out vec3 outViewVec; layout (location = 3) out vec3 outLightVec; void main(void) { gl_Position = (gl_TessCoord.x * gl_in[2].gl_Position) + (gl_TessCoord.y * gl_in[1].gl_Position) + (gl_TessCoord.z * gl_in[0].gl_Position); outNormal = gl_TessCoord.x*inNormal[2] + gl_TessCoord.y*inNormal[1] + gl_TessCoord.z*inNormal[0]; outViewVec = gl_TessCoord.x*inViewVec[2] + gl_TessCoord.y*inViewVec[1] + gl_TessCoord.z*inViewVec[0]; outLightVec = gl_TessCoord.x*inLightVec[2] + gl_TessCoord.y*inLightVec[1] + gl_TessCoord.z*inLightVec[0]; outColor = inColor[0]; }