layout (vertices = 3) out; in vec4 pos_cs_in[]; out vec4 pos_es_in[]; void main() { // Calculate the tess levels if(gl_InvocationID == 0) { gl_TessLevelOuter[0] = 1; gl_TessLevelOuter[1] = 1; gl_TessLevelOuter[2] = 1; gl_TessLevelInner[0] = 1; } pos_es_in[gl_InvocationID] = pos_cs_in[gl_InvocationID]; }