float gl_ClipDistance[];
};
+#pragma MSP stage(tess_control)
+in gl_PerVertex
+{
+ vec4 gl_Position;
+ float gl_PointSize;
+ float gl_ClipDistance[];
+} gl_in[];
+in int gl_PatchVerticesIn;
+in int gl_PrimitiveID;
+in int gl_InvocationID;
+out gl_PerVertex
+{
+ vec4 gl_Position;
+ float gl_PointSize;
+ float gl_ClipDistance[];
+} gl_out[];
+patch out float gl_TessLevelOuter[4];
+patch out float gl_TessLevelInner[2];
+
+#pragma MSP stage(tess_eval)
+in gl_PerVertex
+{
+ vec4 gl_Position;
+ float gl_PointSize;
+ float gl_ClipDistance[];
+} gl_in[];
+in int gl_PatchVerticesIn;
+in int gl_PrimitiveID;
+in vec3 gl_TessCoord;
+patch in float gl_TessLevelOuter[4];
+patch in float gl_TessLevelInner[2];
+out gl_PerVertex
+{
+ vec4 gl_Position;
+ float gl_PointSize;
+ float gl_ClipDistance[];
+};
+
#pragma MSP stage(geometry)
in gl_PerVertex
{