#version 400 core uniform float g_fTessellationFactor; // GLSL tessellation control shader. layout (vertices = 3) out; void main() { gl_TessLevelOuter[0] = gl_TessLevelOuter[1] = gl_TessLevelOuter[2] = g_fTessellationFactor; gl_TessLevelInner[0] = g_fTessellationFactor; gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position; }