#version 450 #extension GL_NVX_multiview_per_view_attributes :require layout(vertices = 4) out; out gl_PerVertex { int gl_ViewportMaskPerViewNV[]; vec4 gl_PositionPerViewNV[]; } gl_out[]; void main() { gl_out[gl_InvocationID].gl_ViewportMaskPerViewNV[0] = 1; gl_out[gl_InvocationID].gl_PositionPerViewNV[0] = gl_in[1].gl_Position + gl_in[1].gl_PositionPerViewNV[0]; }