#version 450 layout(vertices = 4) out; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[1]; float gl_CullDistance[1]; } gl_out[4]; layout(location = 0) patch out vert { float v0; float v1; } _7; layout(location = 2) patch out vert_patch { float v2; float v3; } patches[2]; layout(location = 6) patch out float v2; layout(location = 7) out float v3[4]; layout(location = 8) out vert2 { float v4; float v5; } verts[4]; const vec4 _4_0_init[4] = vec4[](vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0)); const float _4_1_init[4] = float[](0.0, 0.0, 0.0, 0.0); const float _4_2_init[4][1] = float[][](float[](0.0), float[](0.0), float[](0.0), float[](0.0)); const float _4_3_init[4][1] = float[][](float[](0.0), float[](0.0), float[](0.0), float[](0.0)); const float _8_0_init[2] = float[](0.0, 0.0); const float _8_1_init[2] = float[](0.0, 0.0); const float _9_init = 0.0; const float _10_init[4] = float[](0.0, 0.0, 0.0, 0.0); const float _11_0_init[4] = float[](0.0, 0.0, 0.0, 0.0); const float _11_1_init[4] = float[](0.0, 0.0, 0.0, 0.0); void main() { gl_out[gl_InvocationID].gl_Position = _4_0_init[gl_InvocationID]; gl_out[gl_InvocationID].gl_PointSize = _4_1_init[gl_InvocationID]; gl_out[gl_InvocationID].gl_ClipDistance = _4_2_init[gl_InvocationID]; gl_out[gl_InvocationID].gl_CullDistance = _4_3_init[gl_InvocationID]; if (gl_InvocationID == 0) { _7.v0 = 0.0; } if (gl_InvocationID == 0) { _7.v1 = 0.0; } if (gl_InvocationID == 0) { patches[0].v2 = _8_0_init[0]; } if (gl_InvocationID == 0) { patches[1].v2 = _8_0_init[1]; } if (gl_InvocationID == 0) { patches[0].v3 = _8_1_init[0]; } if (gl_InvocationID == 0) { patches[1].v3 = _8_1_init[1]; } if (gl_InvocationID == 0) { v2 = _9_init; } v3[gl_InvocationID] = _10_init[gl_InvocationID]; verts[gl_InvocationID].v4 = _11_0_init[gl_InvocationID]; verts[gl_InvocationID].v5 = _11_1_init[gl_InvocationID]; gl_out[gl_InvocationID].gl_Position = vec4(1.0); }