#version 450 struct Boo { vec3 a; uvec3 b; }; layout(vertices = 4) out; layout(location = 0) out Boo vVertex[]; layout(location = 0) in Boo vInput[]; void main() { vVertex[gl_InvocationID] = vInput[gl_InvocationID]; gl_TessLevelOuter[0] = 1.0; gl_TessLevelOuter[1] = 2.0; gl_TessLevelOuter[2] = 3.0; gl_TessLevelOuter[3] = 4.0; gl_TessLevelInner[0] = 1.0; gl_TessLevelInner[1] = 2.0; }