Tessellation Evaluation Shader Variables
Similar to tessellation control shaders, tessellation evaluation shaders have a gl_in
array that is actually an array of structures, with each element defined as shown in Example 9.7.
in gl_PerVertex { vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[]} gl_in[gl_PatchVerticesIn];
Additionally, the following scalar values, described in Table 9.4, are provided for determining which primitive and for computing the position of the output vertex.
The output vertex’s data ...
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