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[require]
GLSL >= 1.50
GL_ARB_tessellation_shader


[vertex shader passthrough]


[tessellation control shader]
#extension GL_ARB_tessellation_shader: require
layout(vertices = 3) out;

out vec4 color[];

void main() {
	gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
	gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 0.0);
	gl_TessLevelInner = float[2](0.0, 0.0);
	color[gl_InvocationID] = vec4(0, 1, 0, 1);
}


[tessellation evaluation shader]
#extension GL_ARB_tessellation_shader: require
layout(triangles) in;

in vec4 color[];
out vec4 color_fs;

void main() {
	gl_Position = gl_in[0].gl_Position * gl_TessCoord[0]
	            + gl_in[1].gl_Position * gl_TessCoord[1]
	            + gl_in[2].gl_Position * gl_TessCoord[2];

	color_fs = color[0] * gl_TessCoord[0]
	           + color[1] * gl_TessCoord[1]
	           + color[2] * gl_TessCoord[2];
}


[fragment shader]
in vec4 color_fs;

void main()
{
	gl_FragColor = color_fs;
}

[vertex data]
piglit_vertex/float/2
-1.0 -1.0
 1.0 -1.0
-1.0  1.0
-1.0  1.0
 1.0 -1.0
 1.0  1.0

[test]
patch parameter vertices 3
draw arrays GL_PATCHES 0 6
probe all rgba 0.0 1.0 0.0 1.0