7 memoryBarrierShared(); \
10 #extension GL_NV_mesh_shader : enable
12 layout(local_size_x = 32) in;
14 layout(max_vertices=MAX_VER) out;
15 layout(max_primitives=MAX_PRIM) out;
16 layout(triangles) out;
18 // test use of redeclared single-view builtins in mesh shaders:
20 out gl_MeshPerVertexNV {
23 float gl_ClipDistance[4];
24 float gl_CullDistance[4];
25 } gl_MeshVerticesNV[MAX_VER]; // explicitly sized to MAX_VER
27 perprimitiveNV out gl_MeshPerPrimitiveNV {
31 int gl_ViewportMask[];
32 } gl_MeshPrimitivesNV[]; // implicitly sized to MAX_PRIM
34 out uint gl_PrimitiveIndicesNV[MAX_PRIM*3]; // explicitly sized to MAX_PRIM * 3
38 uint iid = gl_LocalInvocationID.x;
39 uint gid = gl_WorkGroupID.x;
41 gl_MeshVerticesNV[iid].gl_Position = vec4(1.0);
42 gl_MeshVerticesNV[iid].gl_PointSize = 2.0;
43 gl_MeshVerticesNV[iid].gl_ClipDistance[3] = 3.0;
44 gl_MeshVerticesNV[iid].gl_CullDistance[2] = 4.0;
48 gl_MeshVerticesNV[iid+1].gl_Position = gl_MeshVerticesNV[iid].gl_Position;
49 gl_MeshVerticesNV[iid+1].gl_PointSize = gl_MeshVerticesNV[iid].gl_PointSize;
50 gl_MeshVerticesNV[iid+1].gl_ClipDistance[3] = gl_MeshVerticesNV[iid].gl_ClipDistance[3];
51 gl_MeshVerticesNV[iid+1].gl_CullDistance[2] = gl_MeshVerticesNV[iid].gl_CullDistance[2];
55 gl_MeshPrimitivesNV[iid].gl_PrimitiveID = 6;
56 gl_MeshPrimitivesNV[iid].gl_Layer = 7;
57 gl_MeshPrimitivesNV[iid].gl_ViewportIndex = 8;
58 gl_MeshPrimitivesNV[iid].gl_ViewportMask[0] = 9;
62 gl_MeshPrimitivesNV[iid+1].gl_PrimitiveID = gl_MeshPrimitivesNV[iid].gl_PrimitiveID;
63 gl_MeshPrimitivesNV[iid+1].gl_Layer = gl_MeshPrimitivesNV[iid].gl_Layer;
64 gl_MeshPrimitivesNV[iid+1].gl_ViewportIndex = gl_MeshPrimitivesNV[iid].gl_ViewportIndex;
65 gl_MeshPrimitivesNV[iid+1].gl_ViewportMask[0] = gl_MeshPrimitivesNV[iid].gl_ViewportMask[0];
70 gl_PrimitiveIndicesNV[0] = 1;
71 gl_PrimitiveIndicesNV[(MAX_PRIM * 3) - 1] = 2;
72 gl_PrimitiveCountNV = MAX_PRIM * 3;