3 #extension GL_NV_viewport_array2 :require
4 #extension GL_NV_stereo_view_rendering : require
6 layout(vertices = 4) out;
9 int gl_SecondaryViewportMaskNV[2];
10 vec4 gl_SecondaryPositionNV;
11 layout (viewport_relative, secondary_view_offset = 1) out highp int gl_Layer;
16 gl_out[gl_InvocationID].gl_SecondaryViewportMaskNV[0] = 1;
17 gl_out[gl_InvocationID].gl_SecondaryPositionNV = gl_in[1].gl_Position;