Passing data through tessellation shaders to the fragment shader
I'm a bit confused about how the shader pipeline works with regards to passing data through each stage. What I'm trying to do is pass color data that is loaded in the vertex stage using glVertexAttrib4fv() through the tessellation control shader, and then the tessellation evaluation shader, so that it can be used in the fragment shader. I'm not sure if I've made some sort of conceptual mistake (quite possible, since I'm still trying to get my head around this over fixed functions), but either way, as soon as I try and pass anything through the tessellation shaders, my primitives refuse to