const char *tcshader = {
"version 430 core\n"
"layout (vertices = 4) out;\n"
"void main(void)\n"
"{\n"
" if (gl_InvocationID == 0)\n"
" {\n"
" gl_TessLevelOuter[0] = 5;\n"
" gl_TessLevelOuter[1] = 5;\n"
" }\n"
" gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;\n"
"}"};
const char *teshader = {
"version 430 core\n"
"layout (isolines) in;\n"
"void main(void)\n"
"{\n"
" vec4 p1 = mix(gl_in[0].gl_Position, gl_in[1].gl_Position, gl_TessCoord.x);\n"
" vec4 p2 = mix(gl_in[2].gl_Position, gl_in[3].gl_Position, gl_TessCoord.x);\n"
" gl_Position = mix(p1, p2, gl_TessCoord.y);\n"
"}"};