#version 150 core #extension GL_ARB_tessellation_shader: require layout(vertices = 4) out; in block { vec3 pos; vec3 color; } In[]; out block { vec3 pos; vec3 color; } Out[]; void main() { float g_fTessellationFactor = 8.0; gl_TessLevelOuter[0] = gl_TessLevelOuter[1] = gl_TessLevelOuter[2] = gl_TessLevelOuter[3] = g_fTessellationFactor; gl_TessLevelInner[0] = gl_TessLevelInner[1] = g_fTessellationFactor; Out[gl_InvocationID].pos = In[gl_InvocationID].pos; Out[gl_InvocationID].color = In[gl_InvocationID].color; }