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#version 450 | ||
#extension GL_EXT_mesh_shader : require | ||
layout(local_size_x = 2, local_size_y = 3, local_size_z = 4) in; | ||
layout(triangles, max_vertices = 24, max_primitives = 22) out; | ||
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out gl_MeshPerVertexEXT | ||
{ | ||
vec4 gl_Position; | ||
float gl_PointSize; | ||
float gl_ClipDistance[1]; | ||
float gl_CullDistance[2]; | ||
} gl_MeshVerticesEXT[]; | ||
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layout(location = 0) out vec4 vOut[]; | ||
layout(location = 1) perprimitiveEXT out vec4 vPrim[]; | ||
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layout(location = 2) out BlockOut | ||
{ | ||
vec4 a; | ||
vec4 b; | ||
} outputs[]; | ||
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layout(location = 4) perprimitiveEXT out BlockOutPrim | ||
{ | ||
vec4 a; | ||
vec4 b; | ||
} prim_outputs[]; | ||
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shared float shared_float[16]; | ||
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struct TaskPayload | ||
{ | ||
float a; | ||
float b; | ||
int c; | ||
}; | ||
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taskPayloadSharedEXT TaskPayload payload; | ||
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void main() | ||
{ | ||
SetMeshOutputsEXT(24, 22); | ||
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position = vec4(gl_GlobalInvocationID, 1.0); | ||
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_PointSize = 2.0; | ||
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_ClipDistance[0] = 4.0; | ||
gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_CullDistance[1] = 5.0; | ||
vOut[gl_LocalInvocationIndex] = vec4(gl_GlobalInvocationID, 2.0); | ||
outputs[gl_LocalInvocationIndex].a = vec4(5.0); | ||
outputs[gl_LocalInvocationIndex].b = vec4(6.0); | ||
barrier(); | ||
if (gl_LocalInvocationIndex < 22) | ||
{ | ||
vPrim[gl_LocalInvocationIndex] = vec4(gl_WorkGroupID, 3.0); | ||
prim_outputs[gl_LocalInvocationIndex].a = vec4(payload.a); | ||
prim_outputs[gl_LocalInvocationIndex].b = vec4(payload.b); | ||
gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex] = uvec3(0, 1, 2) + gl_LocalInvocationIndex; | ||
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveID = int(gl_GlobalInvocationID.x); | ||
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_Layer = int(gl_GlobalInvocationID.x) + 1; | ||
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_ViewportIndex = int(gl_GlobalInvocationID.x) + 2; | ||
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_CullPrimitiveEXT = bool(gl_GlobalInvocationID.x & 1); | ||
gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveShadingRateEXT = int(gl_GlobalInvocationID.x) + 3; | ||
} | ||
} |
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