3 #extension GL_NVX_multiview_per_view_attributes :require
\r
5 layout(vertices = 4) out;
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7 int gl_ViewportMaskPerViewNV[];
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8 vec4 gl_PositionPerViewNV[];
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12 gl_out[gl_InvocationID].gl_ViewportMaskPerViewNV[0] = 1;
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13 gl_out[gl_InvocationID].gl_PositionPerViewNV[0] = gl_in[1].gl_Position + gl_in[1].gl_PositionPerViewNV[0];
\r