I am sorry to post a question that may be easily tested, but I don't have an OGL4+ hardware at the moment and I have to make some design decision beforehand so I wanted a clear scenario.
Looking at various tutorial that involve tessellation shaders, each single parameter that I want to send from the texture shader to the fragment shader are before passed through tessellation shaders as well (as they always needed in the case I saw). If I have a variable that I want to send from vertex shader to the fragment one, but that's not needed by TCS and TES, can I just do something like
//// Vertex shader out vec3 foo; // Ignore foo in tessellation control and eval shader //// Fragment shader in vec3 foo;
or I have to pass
foo through the tessellation shaders as well?
I always understood the
out variables are just being passed to the next stage, but what if the variable is not "picked" until another non-consecutive stage?