#version 450 layout(quads) in; struct HS_INPUT { vec4 foo; vec4 bar; }; struct ControlPoint { vec4 baz; }; struct DS_OUTPUT { vec4 pos; }; layout(location = 0) patch in vec4 input_foo; layout(location = 1) patch in vec4 input_bar; layout(location = 2) in ControlPoint CPData[]; DS_OUTPUT _main(HS_INPUT _input, vec2 uv, ControlPoint CPData_1[4]) { DS_OUTPUT o; o.pos = (((_input.foo + _input.bar) + uv.xyxy) + CPData_1[0].baz) + CPData_1[3].baz; return o; } void main() { HS_INPUT _input; _input.foo = input_foo; _input.bar = input_bar; vec2 uv = vec2(gl_TessCoord.xy); ControlPoint _68_unrolled[4]; for (int i = 0; i < int(4); i++) { _68_unrolled[i] = CPData[i]; } ControlPoint CPData_1[4] = _68_unrolled; HS_INPUT param = _input; vec2 param_1 = uv; ControlPoint param_2[4] = CPData_1; gl_Position = _main(param, param_1, param_2).pos; }