15    vec4 vertex_clip_space[glup_nb_vertices_per_GL_v];
 
   16    vec4 color[glup_nb_vertices_per_GL_v];
 
   17    vec4 tex_coord[glup_nb_vertices_per_GL_v];
 
   18#ifndef GLUP_TESS_MULTI_VERTEX 
   23#ifdef GLUP_TESS_MULTI_VERTEX 
   26    int i0 = int(gl_TessCoord.x + 0.5);
 
   27    for(
int i1=0; i1<glup_nb_vertices_per_GL_v; ++i1) {
 
   28        int i = i0*glup_nb_vertices_per_GL_v + i1;
 
   29        VertexOut.vertex_clip_space[i1] = gl_in[i].gl_Position;
 
   31    if(glupIsEnabled(GLUP_VERTEX_COLORS)) {
 
   32        for(
int i1=0; i1<glup_nb_vertices_per_GL_v; ++i1) {
 
   33            int i = i0*glup_nb_vertices_per_GL_v + i1;
 
   34            VertexOut.color[i1] = VertexIn[i].color;
 
   37    if(glupIsEnabled(GLUP_TEXTURING)) {
 
   38        for(
int i1=0; i1<glup_nb_vertices_per_GL_v; ++i1) {
 
   39            int i = i0*glup_nb_vertices_per_GL_v + i1;
 
   40            VertexOut.tex_coord[i1] = VertexIn[i].tex_coord;
 
   47    VertexOut.discard_me = (gl_TessCoord.x > 0.5);
 
   48    if(VertexOut.discard_me) {
 
   51    for(
int i=0; i<glup_primitive_nb_vertices; ++i) {
 
   52        VertexOut.vertex_clip_space[i] = gl_in[i].gl_Position;
 
   54    if(glupIsEnabled(GLUP_VERTEX_COLORS)) {
 
   55        for(
int i=0; i<glup_primitive_nb_vertices; ++i) {
 
   56            VertexOut.color[i] = VertexIn[i].color;
 
   59    if(glupIsEnabled(GLUP_TEXTURING)) {
 
   60        for(
int i=0; i<glup_primitive_nb_vertices; ++i) {
 
   61            VertexOut.tex_coord[i] = VertexIn[i].tex_coord;
 
vecng< 4, Numeric::float64 > vec4
Represents points and vectors in 4d.