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; }