#version 450
layout(triangles, cw, fractional_even_spacing) in;

in gl_PerVertex
{
    vec4 gl_Position;
} gl_in[gl_MaxPatchVertices];

out gl_PerVertex
{
    vec4 gl_Position;
};

void main()
{
    gl_Position = ((gl_in[0].gl_Position * gl_TessCoord.x) + (gl_in[1].gl_Position * gl_TessCoord.y)) + (gl_in[2].gl_Position * gl_TessCoord.z);
}

