layout(vertices=4) out;
out gl_PerVertex{
  vec4 gl_Position;
}gl_out[];
uniform int m_TessellationFactor;
void main(){
    if (gl_InvocationID == 0){
        gl_TessLevelOuter[0]=m_TessellationFactor;
        gl_TessLevelOuter[1]=m_TessellationFactor;
        gl_TessLevelOuter[2]=m_TessellationFactor;
        gl_TessLevelOuter[3]=m_TessellationFactor;

        gl_TessLevelInner[0]=m_TessellationFactor;
        gl_TessLevelInner[1]=m_TessellationFactor;
    }
    gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
}