#version 430 layout(quads, equal_spacing, ccw) in; // Define the type of patch (e.g., quads) out vec3 frag_position; // Ensure this matches the input in fragment.glsl void main() { // Interpolate the position using the barycentric coordinates from tessellation vec3 pos = mix(mix(gl_in[0].gl_Position.xyz, gl_in[1].gl_Position.xyz, gl_TessCoord.x), mix(gl_in[3].gl_Position.xyz, gl_in[2].gl_Position.xyz, gl_TessCoord.x), gl_TessCoord.y); frag_position = pos; gl_Position = vec4(pos, 1.0); }