#version 410

layout (vertices = 3) out;

uniform int level;

in vec3 v_vertex[];
out vec3 tc_vertex[];

void main()
{
	tc_vertex[gl_InvocationID] = v_vertex[gl_InvocationID];
	if(0 == gl_InvocationID)
	{
		gl_TessLevelInner[0] = level;
		
		gl_TessLevelOuter[0] = level;
		gl_TessLevelOuter[1] = level;
		gl_TessLevelOuter[2] = level;
	}
}
