#version 450 layout(vertices = 4) out; in gl_PerVertex { float gl_ClipDistance[2]; float gl_CullDistance[1]; } gl_in[]; out gl_PerVertex { float gl_ClipDistance[2]; float gl_CullDistance[1]; } gl_out[]; void main() { gl_out[gl_InvocationID].gl_ClipDistance[0] = gl_in[gl_InvocationID].gl_ClipDistance[0]; gl_out[gl_InvocationID].gl_ClipDistance[1] = gl_in[gl_InvocationID].gl_ClipDistance[1]; gl_out[gl_InvocationID].gl_CullDistance[0] = gl_in[gl_InvocationID].gl_CullDistance[0]; }