#version 410 core layout(quads, equal_spacing, ccw) in; //quad interpol vec4 interpolate(in vec4 v0, in vec4 v1, in vec4 v2, in vec4 v3) { vec4 a = mix(v0, v1, gl_TessCoord.x); vec4 b = mix(v3, v2, gl_TessCoord.x); return mix(a, b, gl_TessCoord.y); } void main() { gl_Position = interpolate( gl_in[0].gl_Position, gl_in[1].gl_Position, gl_in[2].gl_Position, gl_in[3].gl_Position); }