#version 450 #extension GL_NV_viewport_array2 :require #extension GL_NV_stereo_view_rendering : require layout(vertices = 4) out; out gl_PerVertex { int gl_SecondaryViewportMaskNV[2]; vec4 gl_SecondaryPositionNV; } gl_out[4]; layout (viewport_relative, secondary_view_offset = 1) out highp int gl_Layer; void main() { gl_out[gl_InvocationID].gl_SecondaryViewportMaskNV[0] = 1; gl_out[gl_InvocationID].gl_SecondaryPositionNV = gl_in[1].gl_Position + gl_in[1].gl_SecondaryPositionNV; }