5 #define MAX_VIEWS gl_MaxMeshViewCountNV
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8 memoryBarrierShared(); \
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11 #extension GL_NV_mesh_shader : enable
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13 layout(local_size_x = 32) in;
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15 layout(max_vertices=MAX_VER) out;
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16 layout(max_primitives=MAX_PRIM) out;
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17 layout(triangles) out;
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19 // test use of redeclared per-view builtin attributes
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21 out gl_MeshPerVertexNV {
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22 perviewNV vec4 gl_PositionPerViewNV[MAX_VIEWS]; // explicitly sized view dim
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23 perviewNV float gl_ClipDistancePerViewNV[MAX_VIEWS][4]; // explicitly sized view dim
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24 perviewNV float gl_CullDistancePerViewNV[MAX_VIEWS][4]; // explicitly sized view dim
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25 } gl_MeshVerticesNV[];
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27 perprimitiveNV out gl_MeshPerPrimitiveNV {
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28 perviewNV int gl_LayerPerViewNV[]; // implicitly sized view dim
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29 perviewNV int gl_ViewportMaskPerViewNV[][1]; // implicitly sized view dim
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30 } gl_MeshPrimitivesNV[];
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34 uint iid = gl_LocalInvocationID.x;
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35 uint viewID = gl_MeshViewIndicesNV[gl_MeshViewCountNV%MAX_VIEWS];
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37 gl_MeshVerticesNV[iid].gl_PositionPerViewNV[viewID] = vec4(1.0, 2.0, 3.0, 4.0);
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38 gl_MeshVerticesNV[iid].gl_ClipDistancePerViewNV[viewID][2] = 5.0;
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39 gl_MeshVerticesNV[iid].gl_CullDistancePerViewNV[viewID][3] = 6.0;
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40 gl_MeshPrimitivesNV[iid].gl_LayerPerViewNV[viewID] = 7;
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41 gl_MeshPrimitivesNV[iid].gl_ViewportMaskPerViewNV[viewID][0] = 8;
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45 gl_MeshVerticesNV[iid+1].gl_PositionPerViewNV[viewID] = gl_MeshVerticesNV[iid].gl_PositionPerViewNV[viewID];
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46 gl_MeshVerticesNV[iid+1].gl_ClipDistancePerViewNV[viewID][2] = gl_MeshVerticesNV[iid].gl_ClipDistancePerViewNV[viewID][2];
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47 gl_MeshVerticesNV[iid+1].gl_CullDistancePerViewNV[viewID][3] = gl_MeshVerticesNV[iid].gl_CullDistancePerViewNV[viewID][3];
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48 gl_MeshPrimitivesNV[iid+1].gl_LayerPerViewNV[viewID] = gl_MeshPrimitivesNV[iid].gl_LayerPerViewNV[viewID];
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49 gl_MeshPrimitivesNV[iid+1].gl_ViewportMaskPerViewNV[viewID][0] = gl_MeshPrimitivesNV[iid].gl_ViewportMaskPerViewNV[viewID][0];
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